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■ 1NTBRV1-EUJ5: FROfYl BDFTUJflRe FND Lfl-Rfl CRDFT! ■ 1390 JArYlfYlF 5+HDUJ
■ FNimF, music FND movie RFVieUJB! ■
Revolutionary new battlefield physics -
Deformable terrain, energy weapon
effects, dynamic colored lighting and
flying shrapnel - intensifies the realism
and excitement.
New “veterancy” feature enables units to
become smarter, faster and stronger as
they become battle hardened with combat
experience.
Experience the future of global war with
new, high-energy weapons and defenses
- Jump Jet Infantry, Laser Fences,
Disruptors, Hover %nle. Tunneling APCs,
The Firestorm Defense, Mechanized Battle
Units and many more.
Built-in waypoint system and special drop ^
ship missions let you decide which units
to bring into battle. ^
More tactics of sabotage imd guerilla
warbre - execute covert night missions,
set forest fires and destfvy bridges -
with unique opportunities in three
different environments.
Internet play is easier than ever nrifii a
streamlined connection and an integrated^
interface - plus new support for
worldwide rankings, ladder systems and ^
Battle Gians™.
Command & Conquer is a registered trademark of. and Command & Conquer Tiberian Sun. and Westwood Studios are trademarks of, Westwood Studios. Inc. ■ ■ 1998 Westu-ood Studios, Inc. All rigiys reserved.
THE STUNNING SEQUEL TO THE
SAW THE FUTURE
DOMING SOON
vs^stwooc
mggm
ORIGINAL COMMAND & CONgUER
PUBdSHER
EDITORIAL
DESIGN
(34/WBRS' REPUBUC™ e piMshed nianthfy by Millennium Pubtoations, ha, 38123 Undena Canyon Road. Stite No. 918. VIksthke
Village, CA91361, USA. Subscrifjtkjn price is $19.99 per year. Canada add $10 per year and foreign orders add $15 (U.S. FUNDS
ONLY) SubscrplmninqiKriesaiid address diangestnGAMER9RB^UBLC.^^ Box469049 ^conddo, CA 990499640
■o 1998 Milenniuin PiMcrrtkms, Inc. All rights reserved, reproduction in whole, or in part, without the express written permission by
the ptArK^ier. is strictly prohibited. Milletviium”^, Gamers' Republic^, MUennkan Strategy Guides™ and MiHennium Books™ are trarfe-
merks end copyrights of MiHennium PubHcsbons krc. ™.
Did wo fail to cksdose your copyright? Mfe’re very sorry! Tell us about it. and weV correct it
Number of GR staff desrgiters with spicy BO: 1
I did my best during the three days that
Nintendo was here not to look at the game
I’ve been waiting to play since Nintendo uttered
the words "64." It wasn’t easy... Wandering
past the delegated office I couldn’t help but
notice the editors’ faces as Link went about
doing his business in 3D. Pizza guys came and
went for three days, and all totaled I watched
Zelda in action for probably less than a minute.
But I wasn’t alone. Aside from Bryn playing and
Mike doing the captures, few dared look at the
soon-to-be legendary title. It says a lot about a
i game when it’s taken that seriously and on
I such a personal level. But as majestic as
I Zelda is, an interesting question has been
I raised: how much will its impact be lessened by
looming out the same week as Sega’s
I Dreamcast in Japan? I can’t repeat the words
our editor overseas used to describe Sonic
i Adventure while reporting from the recent
' New Challenge Conference 2, but it’s obviously?
beyond anything we’ve ever played, as I’m sure*
I many DC games will be. In the end, though, j
few games will ever mimic the magic or
I Miyamoto’s best, which leads us to the moral'
of this story... When all is said and done,
I games are more about fun and fond memories
M ”*than anything else. If I had to score A Link to
the Past today. I’d still give it an A, as proba- \
• bly would most of you. That’s not to say that
the technology headed our way doesn’t have us
1 1 so exited we can’t sleep and that when we do,
^ we dream about it - but I thought I’d just take
INTERNET
EDITORIAL
CONTRIBUTORS
MILLENNIUM
STAFF
DAVE HALVERSON
dhalverson@gamersrepublic.com
T— T \ V / !
EDITORIAL DIRECTOR: DAVID S.J. HODGSON
MANAGING EDITOR: RYAN LOCKHART
SENIOR EDITOR: DAVE REES
STAFF EDITORS: MIKE GRIFFIN, MICHAEL HOBBS,
BRADY FIECHTER
CREATIVE DIRECTOR: GARY HARROD
ART DIRECTOR: GREGORY HAN
DESIGNERS: JEREMY CORBY, EDO FEAR,
GERALD ABRAHAM, PEI NG
INTERNET DIRECTOR: BRYN WILLIAMS
JAPANESE EDITOR: JUN SAKAI
ERIC PRATTE, BRIAN OSSERMAN
ASSOCIATE PUBLISHER: GREG RAU
CHIEF FINANCIAL OFFICER: BARRY BARONE
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FOR MIDWEST & EASTCOAST
ADVERTISING INQUIRIES
Advertising Inquiries:
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FOR WESTCOAST
ADVERTISING INQUIRIES
Advertising Inquiries:
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SPECIAL THANKS:
SHANNON “SHAQ " O'NEIL OF TEAM NINTENDO, BUDGE PHOTOGRAPHY STU-
DIOS, SCULLY OF BADUCCOS, CAJUN-STYLE, STINKY-FACE DA CAT. TOKYO
PUBLIC TOILETS, PLAYMATE VANESSA GLEASON, KIRK EWING OF VIS.
JOE-.MASTER OF BEASTS. WILL MCBEE, MIKE CHOUNG & THE CREW OF THE
U.S.S. JEFFERSON. ALAN LEWIS. EVERYONE AT REALITY BYTES. AND YOU!
I
YOU’VE GOT TO HAVE A LOT OF BALLS
TO PLAY A GAME THIS REAL
(SIXTEEN TO BE EXACT)
"Virtual Pool ...is the
absolute, incontrovertibly
best, most believable
pool simulation available
for any platform. " - GameWEEK
"...Play ultra-realistic pool,
without the risk of getting
hustled..." - IGN64.com
Master mind-blowing trick shots that
would rival any seasoned pool shark!
V r irtual Pool 64™ puts
incredible touch and
precision in your hands. With
unsurpassed, ultra-real physics, you'll control
the power behind every break, tap and trick shot!
Ultra Real Physics ma^VR Pool 64
as close to the real thifl||^s It gets!
Best of all, with nine exciting types of pool, three levels of difficulty
and two-person, multiplayer support, beginners and
experts will both enjoy the challenge of
Virtual Pool 64.
VISIT WWW.CRAVEGAMES.COM
© 1997, 1998 Celeris, Inc. All rights reserved. Virtual Poof, VR Sports and the VR Sports Logo are trademarks of Interplay Productions. All rights reserved. Exclusively licensed and distributed by Interplay Productions.
Published and Distributed in North, Central and South America by Crave Entertainment under license with Interplay Productions. © 1998 Crave Entertainment, Inc. All rights reserved. Nintendo and the “N ' logo are
registered trademarks of Nintendo of America Inc.
0 ""74470 94134 "z
ISSUE IMO.^
TRANSCONTINENTAL GAMING GUIDE
A MILLENNIUM PROJECT
Cover Story .24
The Legend continues. Witness the next evolution of Link In all
HIS 64-bit glory in our spectacular 4-page review.
Gamers’ Republic journeyed to
Konami just in time to bring you a
4-page exclusive on what is sure
TO BE ONE THE HOTTEST NINTENDO
64 RELEASES OF 1999.
1 MANIFESTO
.02
Ifrontlines
.06
1 DATABASE
.18 I
Itechfront
.22 I
Idreamcast
.28 I
PREVIEWS
.38 I
(reviews
.77 I
|gr sports
.ioo|
(world republic
.106 1
Ianime republic
.IIaI
(codex republica
.112|
(music
.12a|
ICINEMATRIX
.126 1
(fallout
.127 1
(next month
135 1
More Dreamcast .28
As Sega’s new super console nears its Japanese launch, more
AND MORE REMARKABLE SOFTWARE IS BEING REVEALED. GET THE
LATEST INFO ON ALL THE NEWEST DC WARES.
NBA Live 99
NHL Faceoff 99
NHL 99
Ninja
O.D.T.
Outcast
Pool Hustler
Psybadek
Quake 2 MP 2
Rayman 2
Requiem
Ridge Racer 4
Roadsters '98
Running Wild
Sentinel Returns
Shadow Madness
Shogo
Silent Hill
Small Soldiers
South Park
Speedbusters
Streak
Test Drive 5
Tomb Raider 3
TAiKindgoms
Turok 2
Twisted Metal 3
Uprising 2
Virtual Pool
VR Baseball 2CXX)
Wild 9
Xenogears
Xtreme ProBoarder
Zelda
Akolyte
All Star Tennis
Animaniacs Ten Pin
Assault: Retribution
Asteroids
Bomberman World
Brave Fencer
Brigandine
Bug’s Life
Bushido Blade 2
Castlevania 64
Centipede
Cool Boarders 3
Crash 3
Dark Stone
Dark Vengeance
Destrega
Dragonseeds
Drakan
Duke NukemiTime to Kill
ESPN NBA
EverQuest
Fifth Element
Fox College Hoops
Gauntlet Legends
Guilty Gear
Hedz
Jackie Chan Stuntmaster
Jeff Gordon Racing
Kagero: Deception II
Lode Runner
Lucky Luke
Metal Gear Solid
Mr. Domino
front
frontlines nevis I ; - page 6
frontunes
CAPCOM COMMITS TO OREAMCAST.
f^apcom’s Okamoto has this to say about that:
“One of the reasons we have signed on to
develop games is the power of the Dream-
cast. Currently, no other console can achieve
that kind of spec. It’s a natural for Capcom,
which is why we agreed to come on board
when approached by Sega. There was no rea-
son to decline the offer, as this gives us the
opportunity to create superb games.
The big news is that Capcom arcade games
can be easily ported over to Dreamcast with-
out expansion memory, which we are current-
ly testing. For example. Street Fighter s can
be directly converted to Dreamcast. Capcom
is known as the premiere fighting game
developer so we are very pleased that we can
release these games without any graphical or
gameplay shortcomings.
At this time, we are announcing two titles:
Biohazard - Code Veronica (Resident Evil)
and Power Stone. There are only two because
we intend to concentrate on these titles. We
intend on creating as many games as possi-
ble for Dreamcast and are, of course, thinking
about releasing more major titles.”
DREAMCAST BIOHAZARDOOS
Biohazard has been announced as
D a Dreamcast game. . .
...under the codename Veronica. Story setting:
you’re on a desolate island located somewhere in
the South Pacific three months after BioHozard 2.
The main character will be Clair Redfield, one of the
two characters you control in BHz. Because of the
high graphical performance of DC, characters in the
game appear seamless, sport-
ing smooth surface texturing
(DC’s skin structure enables the
rendering of the whole charac-
ter, as opposed to rendering
part by part). Unlike the original
BioHazards, everything in the
game is fully polygonal, so the creators have been able to take liberties,
experimenting with new camera angles such as allowing the player to see
through the enemies' eyes...
GRANDIA 2 MADE GRAND IER
F or some, Grandia was the singte greatest experience on the
Saturn. It defined the system in so many ways technically...
...and many agree that its quest eclipsed the mighty FFVII. Game Arts has officially
announced Grandia 2 for the Dreamcast. It will include a completely revised game-
play system, and the direction of the game has been drastically redefined, justin is
all grown up, now in his late teens, and the game’s design has matured alongside.
The ambience and atmosphere of the first game was decidedly bright, enthusi-
astic, and cheerful. These ideals have been cast aside in the sequel. Grandia 2 will
showcase a more settled, slightly darker environment and feel. President of Game
Arts, Yoichi Miyaji, said that they joined up with Sega to create strong, artistic
games. He explained that they have no real concern for game sales, but that their
first priority is high quality. He feels that the DC’s modem may be its real value, as
it encourages communication between players, so expect Grandia 2 to incorporate
some network features.
Other major changes include fully polygonal characters, incredibly controllable
camera angles, and an all-new evolving system within the game (in real-time). This
will affect atmosphere, as certain integral elements in the game change as time
goes on. Game Arts might try to involve net play with this evolving play-mechanic,
so that players may alter facets of the game’s characters (or perhaps the game
world) and exchange the data with other players. Regardless of their plans, the DC
should provide the power to create a mind-boggling visual experience with unseen
depth. Grandia 2.. .on Dreamcast!!!
GET
/ n the newly
Power Stone...
...players engage in
various kinds of action
such as climbing walls
and hanging on pillars.
The game is currently
being developed for
NAOMI but will be ported
onto the DC soon.
In Power Stone,
adventurers come
from all over the world
and fight to obtain the
legendary gemstone
that makes their wish-
es come true. The
quest for the Power
Stone will definitely
be a glorious and gru-
eling FPS battle.
SHOOTING GHOSTS
Bue in December for Dreamcast, Geist Force
U is being developed...
...internally by Sega of America in
concert with CG masters Netter
Digital Entertainment, best
known for their special effects
work on Babylon 5. A combina-
tion of free flying and rails type
shooting, Geist Force*s view will
be dynamic, changing to the best possi-
ble angle automatically (like Sonic) so
players are less likely to get confused.
Each stage of game will be different as
there are horizontal scrolling stages, 3D
dog fights, and so on. Unfortunately,
the version on display at this year’s TGS
was less impressive than the suppos-
edly 30% demo shown at E3. Curious.
frontlines news
ATTACK OF THE TINY CONSOLES
UBISOFT GO RACING...
I IbiSoft announces their first Dreamcast titte, Monaco Grand
U Prix, and it’s looking amazing...
Footage and shots depict
incredible detail in car and
track design. To keep the
game as accurate a sim as
possible, Renault, a French
car manufacturer famous
for creating some outra-
geously fast cars, are con-
sulting UbiSoft throughout
the development process.
While it is unfortunate that
the game will lack the
authenticity and appeal
that a Fi license would bring, with a Dreamcast engine under the hood, you
know this baby’s going to fly. Slated for release this winter, the game will like-
ly be on many import buyers’ lists. Oui papa!
^nk have officially announced the release of the Neo»Geo pocket and accompanying games. . .
The release date is October 22, and there are eight different colors (platinum blue, platinum white, platinum
silver, camouflage blue, camouflage brown, carbon black, maple blue, and crystal white) and the unit allows up
to 20 hours of constant play using two AAA batteries.
By using their exclusive flash memory, SNK claim that production of games will be much faster and efficient.
Ordinary mask ROMs take about three to four weeks lead-time (with a minimum of 1000 units produced). How-
ever, now SNK can produce games, depending on the demand, without the hindrance that accompanied ordinary
cartridge game production. Games will be produced in three different ROM cartridge sizes: 4, 8, and 16 MEGs.
Numerous enhancements have elevated this handheld to the “gadget” status, not the least of which is the exchange of character data between
players and the ability to play vs. games with an adaptor that uses radio frequencies. No cables are needed, and the playable communicative
radius is between 15 feet to 90 feet depending on interference and the number of gamers linked up (a maximum of four). Alas, extra Yen is
required for this adapter, which will be available in Japan at the end of November. Other features include the
interchangeability of data between the Dreamcast and Neo Geo Pocket, and a time-lapse function. By develop-
ing Pocket Monster-style games in the future, it will be possible for players to cultivate their own characters using
Neo Geo Pocket, and then transport them into a Dreamcast title to take advantage of the machine’s graphical
capabilities. The time-lapse function has a calendar and clock, so it is also possible to develop games that are
time sensitive. In fact, the soon-to-be-classic Melon's Growth Diary (a Neo»Geo Pocket
launch title) is expected to give players a greater sense of reality in the simulation as it
presents you the opportunity to “grow” a girl named Melon.
The first real title of interest using all the functions available between the Dreamcast
and Neo Geo Pocket will be King of Fighters, available in Spring 1999. Initial launch titles
are Samurai Spirits, Real Bout, Gekko no Kenshi, and Metal Slug, but as demonstrated
at the Tokyo Game Show, SNK’s launch strategy needs a little
work. Both the monochrome and color versions of the Pocket
were shown, which begs the question... why buy black and
white?
PUYOPUYON
Ji’s that damn puzzle game again!! AARGHHH
Compile has announced they
will develop for the Dreamcast
beginning with their infinitely
popular Puyo Puyo.
The game will feature
“Combo Voice” and “Funny
Demonstration,” which were
included in the original ver-
sions. Compile also plan to
add more characters, each with
his own unique attack. The
game system is being con-
structed to give players the
ability to target their oppo-
nents and engage in up to five sequential combos. Costume
colors will change as well.
VF3:TB - FROM THE TEAM THAT BROUGHT YOU KILEAK
Though unconfirmed, rumor has it that the VFs:tb Dreamcast translation
was farmed out to none other than Genki of Kileak the Blood fame. Appar-
ently the AM teams are swamped with Model 3 and NAOMI arcade pro-
jects, not to mention a certain epic DC RPG in production at AM2... This
rumor might be somewhat true, considering Genki’s staff has a couple of
ex-AM2 guys on board. Then again, if you remember Fight for Life on the
jag was done by an ex-AM2 programmer. The difference? Franky B’s game
was a pile, and VFs:tb looked awesome. True or not, it’s an interesting
rumor nonetheless.
INTERVIEW WITH PRESIDENT NINTANI
“Since we have always released games for Sega, it
was natural for us to develop games for DC.
Basically, Puyo Puyo is released every two years and
this year we are supposed to release a new version. 1
would say the timing was great.
Characteristics of the game will be... characters in the
game will help you during the match. Also, we bumped
up the resolution, so we added the mode that enables
players to do 100 sequential combos. We are also con-
sidering four-player mode, too.”
HARDWARE SPECS
CPU-. 16 Bit
MONITOR'. 160 x 152, Mono-
chrome 8 levels
SIZE'. 74mm (L) x 122mm (W)
x 24mm (H)
Functions:
1) Real time world clocks
which enable user to check
time-zone.
2) Alarm clock
3) Daily fortune teller
4) Memory back up
5) Calendar
front
frontlines news I ^ page 8 ■ ^
EVAHGEUON GOES POLYGONAL ON N64!
B
andai is currently developing an N64 game based on Neon Genesis Evangelion,
one of the most popular anime series ever, for a spring ‘99 release
\n Evangelion 64, players will have to clear each mission via one-
on-one battles with Angels from the series. Bandai are even plan-
ing to duplicate the scene from Genesis: 12 where Shinji & Eva-01
nnibal, eating away at the
’s A.T. field like a mad dog!
Other missions include counter-
acking Angels within a specified
time, working together with Rei and
Osuka. Like in the anime, you will receive a briefing from Misato,
who is in charge of combat operations.
During battle, the condition of your Eva is displayed on the screen
and, like in the series, if your Eva receives damage, it
will effect the pilot as well. Depending on the amount
of damage to the Eva, the rate of synchronization
between you and it can change, in which case the Eva
can become uncontrollable. YouMl also have
out for the umbilical cord. Once it is cut, you
operate your Eva for five minutes - just like the a
Bandai intend to mimic the atmosphere of the
nal animation series precisely to please the millic
Evangelion fans world wide. We’ll keep a close e
this one. This is just what the N64 needs in japan.
WEX MAJOR: NATIONAL PLAYBOY
Interplay and Shiny held a contest
this September to promote their latest
release. Wild 9. The rules were simple.
Nine players would play Wild 9 for 99
hours, and the one who held it together
the longest would win the grand prize
of $9999.99. Each contestant was
allowed a nine-minute break every
hour, and a two-hour break every nine
hours. Needless to say, most failed to
stay the distance. In the end, four con-
testants remained. Of course, their
chirpy optimism and massive, swollen
stamina could have had something to
do with the fact that the contest was
none other than Hugh Heffner’s Playboy man-
sion in Beverly Hills! Contestants got to meet many sexy play-
mates, Hugh himself, and other stars throughout the three-
day event. It seemed that the four blokes left were not going
to give in, so in the presence of David Perry, the Shiny team
and Interplay, a sudden-death situation ensued. It was very
close, but in the end, Brent Rambo (honest) won the grand
prize, with David Lucas snagging a close second. Mr. Perry
awarded the winners two huge checks, but after all, at an
event like that, there are no real losers.
NAMC0..,NEW PAD, NEW PS
GAMES!
Together with
the release of
Ridge Racer
Type 4, Namco
will release a
new analog con-
troller: the
jogCon. The dial located at the center
of the controller functions as the first
real console implementation of force
feedback. Unlike Nintendo’s Rumble
Pack or Sony’s Dual Shock, both of
which merely vibrate at various fre-
quencies, Namco’s jogCon actually
pushes against your fingers like prop-
er arcade and PC force feedback con-
trollers. The combination of R4S
undoubtedly stunning gameplay and
true force feedback Is a match made in
gamer heaven.
STAR IXION (PS)
(c) NAMCO LTD.,
A space
shooting
game rich in
simulation
elements.
The game set-
ting is space
in the 25th century, where you become
a pilot in a space military force that
defends colonies and bases populated
by humans. In order to repel the
unknown life forms that appear, you
have to implement strategy in Map
mode and shooting skills as a pilot in
Combat mode. Of course. Star Ixion is
also packed with the burning cinemas
Namco are famous for. There are even
Training and Conquest modes where
humans and intruders engage In a local
war simultaneously.
TALES OF PHANTASIA (PS)
(c) Kosuke Fujishima/NAMCO LTD.
The original
Super
F a m I c 0 m
game
debuted in
Dec 1995 and
was a big hit,
with Its epochal battle system, well-
thought-out scenarios, and amusing
riddle-solving elements. Fans have
been requesting a PS version ever
since, and finally, Namco have decided
to release the game in japan on
December 23 with more cinemas,
modified character designs, and the
addition of new characters. Mr. Kosuke
Fujishima, who did the character
designs originally, is in charge of the
designs once again.
Developed by
Windows® 95
PlayStation
ASC Games™ is a trademark of American Softworks Corporation. © 1998 American Softworks Corporation. Jeff Gordon©
XS Racing^” is a trademark of American Softworks Corporation. © 1998 JG MotorSports Inc. Developed by Real Sports.
® PepsiCo, Inc. 1998 © 1995 PEG Limited Partnership and PEG 97 Limited Partnership. PlayStation and the PlayStation
logos are registered trademarks of Sony Computer Entertainment Inc. Windows® 95 is a registered trademark of
Microsoft Corp. The ratings icon is a trademark of the Interactive Digital Software Association. All rights reserved.
Jeff Gordon XS Racing Arrives March 1999
front
frontlines news
page 10
SONY PLAYS IN YOUR POCKET
leverly dubbed tbe PocketStation, Sony’s long-awaited PDA
V finally made Us appearance at the Tokyo game show...
Scheduled for release in Japan on
December 23, the tiny system will be
priced at ¥3000 and will be available
in white or crystal (clear) color
schemes. The PDA will not only act as
a memory card for the PlayStation, but also interact with games, which should
open many avenues of innovation for PlayStation games in the future. Powered by
a lithium battery, PocketStation comes with a clock function that can be used to
properly synch it with PlayStation games. Another feature is an infrared communi-
cations function that can exchange data with other PocketStations. Although you
need a specific application to use the infrared link, it is likely that this program will
come with PlayStation games
that support it. Although the
PocketStation is miniscule, it
is outfitted with a high-quali-
ty speaker that yields PCM
sound quality.
As it stands, an impressive
31 games are slated to
employ the services of the lit-
tle guy, including Final
Fantasy Viil, Street Fighter
Zero 3 (which, by the way, is
looking very good for PS),
and Crash Bandicoot 3.
POCKETSTATION (SCPH-4000)
COLOR: white and crystal
SIZE: 64 X 42 X 13.4 mm WEIGHT: 30g
GET OFF THE BANOAI WAGON...
It looks as if everybody in
the game industry is dying to
get into the PDA business.
Bandai, known to manufac-
ture various kinds of portable
games including Tamagotchi,
is preparing to release a very
cool looking 16-bit portable game system called Wonder Swan. The pocket-sized
machine, which weighs a mere 110 g and displays eight levels of hue, will include
an interesting feature that allows players to hold the system horizontally or verti-
cally. Two d-pads are aligned on the left-hand side and a series of four buttons is
located on the bottom right. When you grasp the system vertically, you can use
both directional pads - the right d-pad will behave as buttons. The Wonder Swan
PDA will also come with an expansion slot that enables players to link up devices
- including a communication cable - which are scheduled to be released later on.
just as important as the interesting technology, the lineup of developers is also
very impressive. Square, Namco, Konami and Capcom have all jumped on the
“bandaiwagon.” Currently, an impressive list of over thirty games is scheduled to
be released,
including a
Chocobo game,
Puyo Puyo,
Evangelion, and
best of all, Tekken.
Software prices are
expected to be in
¥3,000-4,000
range.
WONDER SWAN
COLOR: white and crystal
SIZE: 74.3 X 121 X 24.3 mm DISPLAY PANEL:
2.49 inch FSTN reflection LCD (224xi44dot)
CPU: 16 bit (3.072MHz) PRICE: 4,800 yen
POKEMON GOLD
Nintendo finally announced the approximate release
date for both their Pocket Monster "Gold” and “Silver”
versions. They will be available prior to the first week of
May next year for the GameBoy Color. The company also
announced that the Nintendo Space World, which was
supposed to be held this year, will be held on May 1-3.
Given the fact that
Nintendo lacks numerous
new software titles in
japan, and the 64 DD is
still in develomental
stages (now slated for
release in quarter 2 next
year) the show will cer-
tainly be interesting.
ENEMY ZERO, TOGO
When Enemy Zero came
out, many were perplexed
by its concept. You didn’t
see the enemies but
instead had to rely on
sound to flush them out.
Bandai plans on releasing
a portable game unit that
is similar in concept.
Reportedly a portable
shooting game, “Otoge”
(sound game) looks like a
little sports radio. This
tiny game machine comes with a realistic sound effects
system so that you can hear the sound of enemies com-
ing from behind or from the side. What you have to do is
shoot them down. At under $25, we wouldn’t be sur-
prised if this little gizmo shows up here in the near
future.
r reasure finally launch game titles for new
hardware NAOMI...
According to Mr. Maegawa, president of super-skilled
game developers Treasure, the company will release an
arcade game for Sega’s NAOMI board. Development is
already well underway. Although just what kind of game
it will be has not yet been disclosed, but the mystery
title is already generating excitement, as Treasure have
yet to disappoint their fans. Maegawa will announce
the title by the end of the year or early next.
GROWING INDUSTRY
According to The Interactive Digital Software
Association’s (IDSA) second annual report tracking the
state of the global video and PC game industry, interac-
tive entertainment is now the fastest growing segment
of the U.S. entertainment industry. With a growth rate of
more than 30 percent in the first half of 1998, household
penetration of “next generation” game consoles is
expected to grow to an estimated 27-30 million in the
U.S. by the end of this year. Also, the report showed that
45 percent of U.S. homes currently have a PC.
'PlayStation
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front
frontlines news
ects show report
Jt ngela Harrod braved the crowds, the traffic, the wind and the rain (weii, it
M was quite sunny actuaiiy) of London to report on this year’s ECTS show.
Okay, so the weather sucks and
the people sound a bit too much
like Austin Powers, but the Brits
recently had plenty to be happy
about at this year’s ECTS. Far from
being behind, the European
games industry is getting bigger
and better, with some very juicy
titles on the way. Over 22,000
people from all walks of gaming
life attended this year’s show, and although most companies were
showing updated version of titles already seen at E3, some had new
ones.
DREAMCAST IN UK - ALL THE RAGE!
The word Dreamcast was on everyone’s lips, and they were keen to see
whether the UK developers would be revealing any titles. Most people
were still taking the fifth, but UK developer Rage Software were show-
ing their first DC title in a very secretive, behind-closed-doors type of
affair. Incoming (available already on PC) is best described as a multi-
vehicle arcade action game. The version we saw at the show was about
60% complete, and they hope to make the game a DC launch title.
INCOMING They’re also developing a sec-
^ ond DC game. Expendable, a
^ third-person, 3D arcade-style
space sim. Rage developed their
own proprietary 3D lighting
effects engine for Expendable.
PC SOFTWARE
DELUGE!
As you would expect, the PC
platform had a strong show-
ing including the latest ver-
sions of highly anticipated
products from Sierra,
including Diablo ll (looking
amazing) and Half-Life.
Huge crowds gathered to
see the demonstrations
and take part in their first
hands-on test. Big-name
sequels such as Duke Nukem, Mech Warrior III, Total Annihilation:
Kingdoms, Populous, Dungeon Keeper ll. Descent III and Abe's Exodus
drew large crowds, but some original titles stood out. Psygnosis had
Drakan, the superb looking fantasy hack ’n slay. The gorgeous Outcast
from Infogrames and Monolith’s first person anime-inspired shooter,
Shogo: Mobile Armor Division, had the crowds gathering big-style.
Gremlin Interactive also had some very juicy titles on show. In fact, their
stand was one of the biggest, and was busting at the seams with hot PC
titles such as Blade, Wild Metal,
Soul Bringer, Tanktics (also I KINGDOMS
PlayStation) and Tribal Lore.
Ever played Prince of Persial
Well now, thanks to Red Orb, it’s
joined the ranks of 3D, although
fortunately the gameplay is
much the same. If you liked
Myst and Riven, then DayDream
have something for you...
CONTINUED ON THE NEXT PAGE
The games In clockwise order starting from the top left are: Apache, Thief, Prince of Persia, Omnikron, Daikatana. Max Payne, Indiana Jones and Ashgan
speciflL Live ceteBRiTY chat in NoveMeeR
C0NT6STS flCTIVe
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MEMBER AREA HOT
MuiSm
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© 1997 CLAMP-KADOKAWA SHOTEN/ © SATORU AKAHORI-HIROSHI NEGHISHI-TSUKASA KOTOBUKI PACKAGES ©1998 ANIMEVILLAGE.COM
BANDAI VISUAL-STUDIO PIERROT-TV TOKYO KADOKAWA SHOTEN / BANDAI VISUAL / MOVIE
frontlines news
page 14
pe Limited
The games In clockwise order starting from the top left are: Anachronox, Creatures 2, Diablo, RoUcage, Hard War, Hired Guns, Hostile and Lander,
eels show moat
■ CONTINUED
Traitor's Gate is in the same vein, but is based around the creepy Tower of London.
And remember those wiggly little critters known as the Worms? Team 17 have brought them slithering back
in Worms Armageddon, which may well be the final 2D game for
the slimy creatures. New weapons, including the Indian Nuclear
attack, and new enhancements like Internet team play should
make this one a blast.
MIYAMOTO NO-SHOW!
As far as consoles go, there wasn’t very much to see that we had-
n’t seen before at E3. Some exceptions were Codemasters, fol-
lowing the recent success of Colin McRae Rally with TOCA 2,
Micro Machines 64 Turbo, and Music, which lets you turn your
PlayStation into a mini-recording studio. Sony were showing
mainly updated versions of their E3 titles - Crash 3, Spyro, Bust-
a-Groove, etc., but they did have Croc ll on show and a 60% com-
plete version of the cutesy 3D platformer Rat Attack. Konami
attracted huge crowds for their showing of Metal Gear. On the
whole for console, there were no surprises... even Mr Miyamoto
was supposed to be attending this year, but cancelled due to
commitments in Japan.
ECTS FINAL THOUGHTS
Overall, the stronger presence of newer PC titles
over console may mean that PC titles enjoy a
more timely worldwide release and console
titles predominantly still suffer later release in
the European territories. Whichever way, when
it comes to development, the European gaming
market is not standing still, and is fast becom-
ing a force to be reckoned with.
At the prestigious ECTS Awards, Nintendo,
Sony, Blizzard and Rare had plenty to be
happy about as they reaped the top
rewards. Here’s the complete rundown of
who walked away with what (besides very
big smiles on their faces):
Reference Product of the Year
Encarta 98 (Microsoft)
Best PC Hardware
SDfx Voodoo 2 chipset (aDfx)
Game of the Year - Japan (LOGiN)
Ultima Online (Origin)
Game of the Year - Spain (Micromania)
Starcraft (Blizzard)
Game of the Year - Italy (The Games Machine)
Blade Runner (Westwood)
Game of the Year - France Ooystick)
Fallout (Interplay)
Game of the Year - Eastern Europe (Secret Service)
Quake II (id)
Game of the Year ■ Benelux (Power Unlimited)
Commandos; Behind Enemy Lines (Eidos)
Game of the Year - Germany (Power Play)
jedi Knight: Dark Forces II (LucasArts)
CTW Marketing Award
Bronze ■ TOCA Touring Car Championship
Silver -GoldenEye 007
Gold- Grand Turismo
Best Console
Sony PlayStation
Developer of the Year
Rare
Game of the Year -Console
GoldenEye 007
Game of the Year - PC
Starcraft
Publisherof the Year
Nintendo
• You have the power- super strength,
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• 16 mission-hased levels.
• Battle enemies from the series,
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• Up to 4 players simultaneously.
Buy early and receive a free
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PlayStation
01998 - Titus. Al rights resaived. Titus and the Titus logo are registared trademailcs of Thus Soflwara Carp.
DC Buffet Logo, SUPERMAN and ah related characters, names and indicis are trsdemarfcs of DC Comics 01998.
reserved. PlayStation
can’t run from
shadow,
own
but now you 0 CtflT. JQ well better try
f W ]
S5^fn. A bizarre plague has swept the land
bringing vile creatures out of the shadows, and leaving piles of dust where
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Customizable weaponry. And three styles of magic. Because you’re gonna
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database charts
on IzjEstz sei_i_ing foisyjs^s^icon
RANKED ON U.S. UNITS SOLD AUGUST 1998
clataDasG
YOUR NUMBER ONE SOURCE FOR TOP SELLING CONSOLE AND COMPUTER GAME STATS
1 WWF WARZONE AcaAm 6 NFL GAMEDAY ’99 som
2 NCAA FOOTBALL ’99 electronic arts 7 TEKKEN 3 namco
3 GRAN TURISNIO sony 8 TOIVIB RAIDER eidos
4 MADDEN '99 electronic arts 9 MORTAL KOMBAT 4 MIDWAY
5 NFL EXTREME sony 10 CRASH BANDICOOT sony
Driving and Sports take a back seat to the immenseiy popular wrestling
game from Acclaim, WWF Warzone - still on top!
top ten test sei_i_ing nin^sncIcDSH- tihij^s j
RANKED ON UNITS SOLD AUGUST 1998
1 WWF WARZONE ACCLAIM
2 BANJO-KAZOOIE NINTENDO
3 GOLDENEYE 007 NINTENDO
4 WAIALAE COUNTRY GOLF NINTENDO
5 MISSION IMPOSSIBLE INF06RAAAES
6 SUPER MARIO 64 Nintendo
7 MARIO KART 64 Nintendo
8 MORTAL KOMBAT 4 NINTENDO
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10 1080 SNOWBOARDING NINTENDO
WWF Warzone has dethroned our beloved bear!? Has the world gone
insane, brother? WCW Revenge can't be far behind...
ten best sei_uing ssl=ui-n titL_es
RANKED ON UNITS SOLD AUGUST 1998
1 SHINING FORCES sega 6 NBA LIVE '98 electronic arts
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3 CROC-.LEGEND OF GOBBOS fox 8 MADDEN NFL ’98 ELECTRONIC ARTS
4 STREET FIGHTER THE MDVIE ACCLAIM 9 SONIC 3D BLAST SEGA
5 NASCAR 98 ELECTRONIC ARTS 10 HYPER 3D PINBALL VIRGIN
What could be the very last Sega first-party game rocketed to the top of
the Saturn charts, followed by a popular classic. Ray earth beckons...
top ten best sei_L-ing po titi_es
RANKED ON UNITS SOLD AUGUST 1998
1 STARCRAFT blizzard
2 CABELA 'S BIG GAME HUNTER HEAD GAMES
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5 DEER HUNTER wizardworks
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7 MS FLIGHT SIM '98 MICROSOFT
8 MYST BRODERBUND
9 POLICE QUESTSWAT 2 SIERRA
10 FINAL FANTASY VII EIDOS
Buzzard's amazing RTS game refuses to give up the top slot once again, as
Dune 2000 has failed to register. And those hunters are still shopping!
^ tap ten oversLL console j
FOR THE MONTH OF AUGUST 1998 1
1 WWFWARZONE‘ps ACCLAIM 6 GRAN TURISMD-ps SONY ^
2 WWFWARZ0NE-n64 acclaim 7 WAIALEA COUNTRY G0LF-n64 NINTENDO 'll
3 BANJ0-KAZ00IE-n64 wntendo 8 MADDEN 99-ps electronic arts \
4 NCAA FOOTBALL-ps ELECTRONIC ARTS 9 NFL EXTREME-ps sony
5 GOLDENEYE 007-n64 Nintendo 10 MISSION IMP0SSIBLE-n64 INFOGRAMES ' , ' ’ ^
^ 41
VX
uapan 11 ^^
1 POCKET MONSTER PtCACHU gb 6 POWERFUL PRO BASEBALL ps
2 METAL GEAR SOLIO ps 7 POKEMON STADIUM ^64
3 FUSHINENGI ps 8 STAR OCEAN:SECOND STORY ps
4 SO GUNDAM G ps 9 BIO HAZARD DUAL SHOCK ps
5 XI PS 10 FISHING THE MASTER RIVER ps
[ranked on units sold SEPTEMBER 1998 ]
unitzacd /sin^cJcjnn
1 TEKKEN3 ps 6 C&C RETALIATION ps
2 FI WORLD GRAND PRIX n6a 7 ODOWORLD .PLATINUM ps
3 MISSION IMPOSSIBLE n64 8 DUNE 2000 pc
4 TOCA PS 9 COLIN MCRAE RALLY ps
5 ISS PRO 98 PS 10 GRAN TURISMO ps
[ranked on units sold SEPTEMBER 1998 ]
FOR THE MONTH OF OCTOBER 1998
1 12400
ippy 12000
1 XENOGEARS
2 ZELDA 64
3 METAL GEAR SOLID
4 MYTH 2
5 EVERQUEST
6 NHL 99
7 SHOGO
8 HALF LIFE
9 DARK VENGEANCE
10 CRASH 3
1 EVERQUEST pc
2 METAL GEAR SOLID ps
3 ZELDA 64 n64
4 CAPC0MGENV0L2 ps
5 MASKED RIDER ps
6 HALF-LIFE pc
7 QUAKE 2 PC
8 SHOGO PC
9 QUAKE 2 PS
10 SUPER MARIO WORLD SNES
1 METAL GEAR SOLID
2 DRACULA X
3 CASTLEVANIA 64
4 CASTLEVANIA IV
5 WILD 9
6 A BUG S LIFE
7 CAPCOM GEN. VOL 2
8 J. CHAN STUNTMASTER
9 LODE RUNNER
10 FIFTH ELEMENT
1 BRAVE FENCER
2 KNIGHT & BABY
3 MEDIEVIL
4 METAL GEAR SOLID
5 MAGIC KNIGHT RAYEARTH
6 WILD 9
7 TONIC TROUBLE
8 EXTREME GXG2
9 PARASITE EVE
10 SILHOUETTE MIRAGE
1 ZELDA 64
n64
1 EVERQUEST
PC
1 METAL GEAR SOLID
PS
1 ZELDA 64
n64
2 METAL GEAR SOLID
PS
2 DESTREGA
PS
2 MYTH 2
PC
2 EVERQUEST
PC
3 XENOGEARS
PS
3 SF3-SCENARI0 3
ss
3 STARCRAFT
PC
3 CAPCOM GEN. VOL 2
PS
4 CAPCOM GEN. VOL 2
PS
4 BEATMANIA
PS
4 LUNAR 2
ss
4 POKEMON (BLUE)
GB
5 DESTREGA
PS
5 METAL GEAR SOLID
PS
5 CAPCDM GEN. VOL 2
PS
5 ZELDAUNKTOTHEPAST
SNES
6 MASKED RIDER
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6 ZELDA 64
n64
6 GUILTY GEAR
PS
6 SUPER MARIO WORLD
SNES
7 RALLY de AFRICA
PS
7 BLAZE&BLADE BUSTERS
PS
7 STAR OCEAN: SS
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7 MR. DOMINO
PS
8 GUILTY GEAR
PS
8 TWISTED METAL 3
PS
8 XENOGEARS
PS
8 DOLPHIN'S DREAM
PS
9 POKEMON (RED)
GB
9 DRAGDN SEEDS
PS
9 SHINING FORCE III
ss
9 CASTLEVANIA IV
SNES
10 MAZINSAGA
GEN
10 VIGILANCE
PC
10 SOUL HACKERS
ss
10 SENTINEL RETURNS
PC
PlayStation
^ Fou^B^BB^Iet!tors Ed^mi!
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PlayStation and the PlayStation logos are registered trademarks of Sony Compu^fetffertairi|lent Inc. "LUNAR" is a registered trademark of G;
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tec/7front
page 22
< - LCD control
If you have any questions, comments, or suggestions for topics you 'd
like to see covered, please email techfront@gamersrepublic.com.
' IR Ironsmitler
-<Z□^
<Z3*
i| (though 3D gaming goes back at least as far as
k ^Ithe Commodore 64, on which I enjoyed Gunship
% to no end, it remained something of a novelty for a
"^1 strikingly long time. It is easy to forget that it was
f only the previous generation of consoles that was
dominated by hand-drawn two-dimensional games,
and had to struggle with special additional hardware just
to achieve subpar ports of games like Virtue Racing and
Doom. It has only been a few years since the release of
newer console hardware, not to mention the phenomenal
success of Doom and the Virtua series, which revolution-
ized gaming, making 3D games the standard rather than
the exception. But how sudden the change has been.
Although 2D graphics are far from gone, they are certainly
on the endangered list, with only a handful of companies
like Capcom and Treasure really keeping the tradition
alive. With a second generation of 3D consoles drawing
ever closer, the future of 2D gaming seems clouded.
Grapnics anP aamepiaM:
uunat's at staUe
When discussing 2D games, there are
really two separate issues at stake
first is 2D graphics, where a rtimriber of
flat pictures (sprites) are d ravvn ron ~
top of one another to create jSW m
graphics. The second is zD^dme- >
play, which generally simply
refers to games which could be
done with 2D graphics without ...
changing how they play. So
while Super Nintendo and
Genesis games (with occa-
sional exceptions) used both |
2C graphics and 2D game-
pliiy, there is no real reason
why one could not create a
game with completely traditional 2D gameplay that uses 3D graphics.
In fact, this has been done reasonably often during the current gener-
Ration of consoles, most recently by Shiny with Wild 9 on the
PlayStation, a 2D platform game with entirely 3D graphics. Treasure
have for the most part stayed on the other extreme of 2D games, with
everything done in hand-drawn 2D graphics, although Radiant
Sflvergun, their most recent game, has gone an intermediate route,
still sticking with traditional 2D gameplay, but using a combination of
2D and 3D graphics.
A lot of people are very fond of a number of genres of traditional 2D
games, and it would be truly a sad sight if these genres fell into disuse
just because 3D is the latest fad. However, there is little indication that
vertical scrolling shooters or 2D platformers are in any danger of going
extinct just yet. On the other hand, a number of people are also fond of
the unique look of hand-drawn anime-style graphics, which has
become increasingly uncommon as various factors have conspired to
push developers doing 2D games to use 3D graphics instead.
me TOOLS tor so oraotilcs
Very little is actually needed from a technical standpoint for 2D graph-
Basically, the system needs enough RAM to store the various
'"‘’“’frames of animation for each sprite, and it needs to be able to draw pix-
els fast enough to draw all the sprites in time to display each frame. It
certainly helps to have support for certain common techniques, par-
ticularly along the lines of multiple scrolling backgrounds, but on a suf-
- ficiently fast system, this sort of support is more a convenience for the
developer than a necessity. The RAM is substantially more of a limita-
tion, and from an artist's perspective, it is tedious to have to draw
dtgnsi every character from scratch for every frame of animation in every posi-
tion. This is where 3D graphics increasingly come in.
IR receiver
piezo output
make scenes look 3D, the use of 3D graphics makes it happen auto-
matically. It is therefore hardly surprising that a number of developers
of traditional 2D games have moved towards 3D graphics for their
games.
legacy of the Saturn will be its unparalleled 2D abilities. Witness Guardian
Heroes, Treasure’s multiplayer side-scrolling beat ’em up classic. Using the
Saturn’s sprite-crunching VDP chips, the game tossed loads of action around
without a problem. Wild 9 is a fine example of intense 2D gamqplay in 100% 3D.
It is hard to judge what lies ahead for 2D gaming. It is absolutely clear
that the Dreamcast will be an ideal platform for 2D games with 3D
graphics, and it seems fairly likely that companies such as Konami and
Shiny will make sure that such games thrive well into the indefinite
future. Given the inconveniences of traditional 2D hand-drawn graph-
ics, their future is a little less clear. The Dreamcast's 26 MBs of RAM
seem to make it perfectly well equipped to handle 2D graphics better
than any console ever has (although high resolution graphics do take
up quadruple the RAM, so don't expect anything as drastic as 10 times
the frames of animation), and with developers like Capcom continuing
to heavily support hand-drawn graphics, it seems clear that hand-
drawn graphics won't disappear entirely. However, it seems equally
likely that most companies without a well-established 2D graphics
franchise will continue the trend of moving towards 3D graphics as an
easier and, In many ways, more effective alternative.
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□
cover story
page 24
developer nintendo • publisher nintendo • available november
The legenil is bacL
IM is transpoftei! Into 64-liit
glory on his greatest guost yet!
W hen an individual thinks about
Nintendo, two things immedi-
ately spring to mind: Mario the
plumber and Zelda the elven adven-
turer. Because these are possibly the
two single most important video
game legacies in existence, it is only
Comparisons to the i6-bit Zelda will
be drawn immediately as far as the
story, interface, controls, graphics
and sound are concerned, so let me
begin here. Because all previous
Zelda titles have enjoyed similar story
lines and overall look and feel, it was
natural that enormous pressure and
speculation is placed upon the shoul-
ders of Nintendo when the latest in a
series is nearing its release. We have
enjoyed Link's adventures on 8-bit
and i6-bit systems, but when
“Zelda64” was announced, the pub-
lic's expectations were immediately
phenomenally high. At last the wait is
over, and I can finally write about
what turned out to be one of the
finest gaming experiences I have ever
had. The Legend of Zelda: The
Ocarina of Time is a masterpiece on
many different levels; it is quite diffi-
cult to express just how important
and amazing this game is.
obviously very important to repro-
ducem the same feelings of role play-
ing for the N64 version. The biggest
challenge would be to transform the
world of Hyrule from top-down 2D
environments to 3D polygon al ones
while remaining true to the originals.
Fortunately, this has been carried out
with much success. The real-time
graphics, character and building
models, and game environments are
a joy to behold - definitely thymost
impressive seen on the ss/sterj/ Zelda
features fogless landscapes sunris-
es, sunsets, beautiful dies and
towns, smooth frame rates %nd ani-
mations, and a fast pace thatV
You found the i ' tirru /
This Js (he Royal Family's hidden
treasure that Zelda left behind,
ft ^lows with a mystical light...
Link recovers the royal Ocarina of Time. This magicat instrument enables him to travel forward seven years through
time, allowing him to continue adventuring as a young adult. See how his physical and facial features have changed.
Now he must rescue the six Sages of Time in order to defeat the evil Gannondorf and save the kingdom.
■
■
M j
y - ■ ■
■ ■
, ■ ^
■
■
■
mmm 1
■■■
cover story
never lets up. Sometimes texture maps appear by the sheer magnitude of the overall graphi-
slightly blurred and colors can seem a little cal excellence. Link looks, sounds and reacts
hazy, and even the sporadic pre-rendered perfectly to every situation, thanks to the
scenes can seem a little out of place, but these meticulous work of Miyamoto, and the control
are minute quibbles that are easily dispelled system, via the superb N64 joypad, gives the
player a perfect sense of being completely in
command of the action. For example, when
in combat (all of which is real
time). Link will target an enemy and
/ immediately the 3D environment allows
i you to run circles around the creature while
^ defending with a shield and striking with a
r ^r- primary weapon. It alt feels solid and
amazing sense of
achievement when you finally defeat
^ the awesome bosses that reside in the
~ dungeons. This is easily the
^ adventure to date, especially when
^ ^ ^ •' compared to Others on the system, such as
Quesf64. Aurally, Ze/d<3 revamps classic tunes
IF and sound effects while at the same time intro-
|4 ducing new scores to the game. A marvelous
sense of adventure and even nostalgia forms
when you hear the music, spurring you on to
r f V connplete the game. Familiar locations arise in
^ ^ r ? ' shape of Kikikara Village, the Graveyard,
Hyrule Lake, town and castle, and the various
dungeons. The dungeons each have a theme
(such as water, ice, fire, etc.), unique enemies
and bosses, and a variety of treasures such as
weapons, keys, magic spells, puzzles and
traps. The puzzles later in the game require
some real brainpower to solve, and now that
everything is 3D, even the most die-hard Zelda
fanatic will be tested to the limit. Link will have
to search and conquer at least ten huge dun-
geons as well as many other sub-games and
locations in order to defeat Gannondorf and
save Princess Zelda. All of these tasks are com-
pleted with the aid of time travel and, of
course, the Ocarina of Time, This royal item
allows Link to learn and play ten melodies,
which in turn enable him to travel backwards
and forwards ^
continued
in time, with
an obvious
comparison J i
Like a twisted M, Unit mirrt explore
haunted corridors and dungeonsm^ttmferest Templetn
an attempt to rescue Saria. tM dkaarem a
chest containing the alt ^ g mtan t Bms Kie)fL Battle ^
undead warriors to §0Mm smati keys! Watch Hwitap^
Ki^ Dof^ngal^n andeat
aeatore that uses etectrid^^
’spoim,¥phngmmsembbsa ftttming
fM am mempHhtimmter molecules and
After ell tIjSS
Uakdei^^ "Ofen are ^ae verytaafyprhtes
f yo¥ -^^^thi e-1^^a ^ in the pond: ] : .
■■ ■■ : 0 -■■ -Jf:' ■■ t
■ SUPERBLV 0£T RILED STORV RRO BERUTIFUL EHRRRETERS
■ R BH-BIT 2ELOR BRIBE. UHRT PIDRE ERR DDE SRVf
■ mRSSIVE ERVIRDnmERTS RRO EIRST-RRTE GRRPHIES
■ PERFEET BRLRREE OF BRFIEPLRV. EORTROL RRO STVLE
Put SIMPLY, znoA: ocarina of time is the best game on the n64, and quite possi-
bly ONE OF THE BEST GAMES EVER. EVERYBODY NEEDS TO PLAY THIS GAME. PERIOD.
cover story
drawn to that of the Light World and Dark World envi-
ronments in Zelda: A Link to the Past. In order to fully com-
plete the game, you will be playing for at least 40 hours, If
not more, and because the incredible unfolding storyline never
stops, it can only be described as: A) a true Zelda game; and B)
a work of genius. This is by far the best game of the year in my
eyes, and at last I feel satisfied with my N64 . 1 only hope I don't
have to wait this long again for a game of such stunning bril-
liance. Shigeru Miyamoto and team have outdone themselves
once again, and it seems hard to believe that they could top
this magnificent achievement. This game will undoubtedly set
a new standard within the gaming community. Sheer excel-
lence.
dreamcast feature
page 28
' T ' l i I i rj ' I ' * ' * ' * * A i r«Ti A ' f f t" 11 1 1 "r r i T i
drGamcast
Nrst ujave ^
DL| mil-ie csrimn
Climax lanclers
Climax strike again..,
I hope you guys remember the games Climax
developed for Sega’s i6-bit machines and the orig-
inality each one displayed. Shining in the Dark-
ness, the dung.epn RPG with shocking depth, and
possibly the genesis (ahem) of a game universe
shared by Climax Landers. Remember Gillius from
Golden Axe in the weapon shop? Those were the
days. Then there’s Landstalker- an amazing game.
1 remember a couple of months before the import’s
release 1 was salivating over the latest screenshots,
transfixed and awestruck by the “i6-meg” headline
and gorgeous “Diamond Dimension” isometric
insanity. The truth is, LandstalkeCs graphics were
considered awesome for a very long time during
the i6-bit years. Climax’s cool, pseudo-futuristic
fantasy realm was branching off into new dimen-
sions, but the familiar detail in shading, the choic-
es of color, and the quality of animation in the
Landstalker world surpassed all previous efforts.
As a devout Shining Force fan, I’ve always thought
that SFCD was the pinnacle of the i6-bit series -
and yes. Climax are responsible for it as well. O.K.,
so they also did the bizarre Ladystalker on Super
Famicom, but it was never meant to be the game
that Landstalker was. These games all share the
same unique theme, however, and each one
demonstrates trend-setting play mechanics. Climax
are never disappointing.
A) Marion perched atop a tree fortress B) Sword
regards this amazing chapel C) A stunning real-
time structure D) A taste of battle effects to come
A FANTASY DREAM BROUGHT TO LIFE
So, why all the history? Well, the minds at Climax
recently experienced their own nostalgic flash-
back, inspiring them to return to the fantasy realm
they once flourished in. They were given the
Dreamcast technology by Sega, and suddenly all
was clear: A fully three-dimensional fantasy world
was now a feasible creation. Yes, it could be done!
The world would resemble their other games, but
instead of hand-drawn sprites, the towns, dun-
geons, battles - virtually anything - would be
brought to life using polygons draped in beautiful
textures. Oh, and since the game would represent
their return to fantasy RPGs (after titles like Run-
about), Climax decided to assemble the greatest
characters from their i6-bit classics and cast them
in the new project: Ryle from Landstalker, Marlin
from Shining, even Yogurt from SF CD!
^ TRAPPED IN A BEAUTIFUL WORLD
Climax Landers chronicles the quest of Sword, a wandering adventurer. He is sucked
' into a foreign land by an old man and sent on a quest: Unveil the mysteries of this
t ‘ J world. Discover who or what created this existence and its people. Why him? Why was
— — — - — he dragged into this reality? Sword knows he has no real choice. The answer might lead
to his freedom. He grudgingly accepts.
Take a look at these shots. Climax have the Dreamcast rendering polygonal characters, items, and maps
in real time at 6o fps in high-res. They’ve explained how restraints from the past have melted away. The
I number of characters per scene, for instance, has increased by three fold. The motion and design of each
< character is dramatically improved over typical games. At the TGS, we witnessed
'stunningly huge towns flanked by opulence and complexity that is rarely seen. The
dungeons in Landers are randomly generated, which tends to sacrifice the quality of
the layout and graphics. Instead, the random generation in Landers employs an Intel-
ligent system of parameters to provide 3D layouts, so the detailed dungeon environ-
ments never seem to suffer as a result. In fact. Climax have taken steps to ensure that
the dungeons evoke mass tension and paranoia each and every time you play.
Matidn)
mind-numDlnq detail in everij 3d environment!
Sword}
They know where you are...
The dungeons are random, but the creatures prowling the catacombs are lethal hunters.
Each monster has intricate behavioral thinking. This is the Dreamcast after all! A.I. has
advanced, too. The treacherous bastards have a bag of tricks at their disposal, patrolling the
dungeon with a purpose so that players will have to consider tactics even when they’re rou-
tinely exploring. Certain beasts can become companions, trapped for safe keeping in your
VM, and you can download other data to the VM to access (still undisclosed) extra play
modes as you progress. Perhaps it involves one of several hundred items you can collect
during your quest. There’s so much left to uncover. More next month.
dreamcast feature
■■
We were absolutely floored by the stunning townscapes [
in Landers. Ryle. Landstalker’s hero (top left), leaves 1
one such town. Climax artwork in 3D. at 60 fps! 1
dreamcast feature
virtua flciriter
3:tD
Tne model 3 poiuernouse launcnes uuicn tne oc
irtua Fighters was the first game to showcase the Model 3 board
and proved to be a testament to AM2’s genius. About a year after
the release of VF3, Sega introduced VFs-Team Battle, with
enhanced controls and the 3-on-3 TB mode. VF3 is Japan’s most played
fighting game, a title It has held for nearly two years. We had a chance
to play this important launch title recently at the TGS.
VF3:tb has 12 characters and 13 stages, although only six of each were
available at the show. We have images of five characters right now.
Including Lau, Jeffrey, Kage, and Sarah, and three different stages. At
this time (mid October), the game is about 70% complete. As you can
see, it's looking awesome. We observed that most backgrounds were
slightly lower resolution, overall, than their arcade counterparts. The
actual polygonal construction of the stages seems to be exact, howev-
er. The characters shown weren’t quite complete: Lau was missing his
long upper garment, Jeffrey’s legs were a little chunkier than usual,
Jacky’s jacket wasn’t rippling in the wind, stuff like that. Most of the
intricately detailed animations of the characters weren’t quite finalized,
which Is probably why characters like Aoi (with her billowing dress)
weren’t shown. In terms of gameplay, Sega has promised a 100% trans-
lation and most players at the TGS agreed that the show version was
close - very close. Considering the quality of previous arcade to home
translations, we’re pretty sure VFsdb will play like a dream. You’ll prob-
ably need to pick up the Arcade Stick, though. However, our correspon-
dents said the pad was “almost worthless” when It came to VFsdb.
secia rauLi s
Tfie Hrst qame to demonstrate tne oreamcast's modem
r he arcade version of Sega Rally 2 was released in February to much anticipation. This
sequel to 1995’s Sega Rally Championship was the first game to be based on the Model 3
Step 2 hardware configuration and the track graphics and car models blew everyone away.
Now we’re talking Dreamcast port. And then there’s the little matter of It being a launch title.
Sega did a remarkable job handling the Saturn port of the original Rally, as many players will
attest to, and they’ve done everything In their power to ensure that Rally 2 becomes another
close port.
The DC version of Sega Rally 2 will include several new modes exclusive to the home game.
Arcade mode will be a straight port, but extra modes like Original, Time Attack, and a Car Set-
tings submenu will be made available. The Original mode alone is worth the purchase, as over
a dozen new courses are selectable including all of the original Rall/s tracks (compared to S/?2’s
four arcade tracks!). The best news, however, is the
fact that Sega Rally 2 will be playable over the net
using the DC’s packaged modem! The AM conversion
team let slip that Rally 2’s modem play will support “at
least three players.” Can you imagine? You open your
DC and that same day you’re playing Rally 2 against
people over the internet! Game Over, yeeah!
While not quite on par with the Model 3 Step 2
arcade graphics, the DC version of Sega Rally 2 will
be a much more satisfying game with extra modes.
r omitatchi-San and Maroo-Chan of Sting (creators of Baroque and Treasure Hunter G) are
extremely proud of their new Dreamcast project, Evolution. Set during the 1930s, Evolution
is the tale of Mag Launcher. While on a treasure hunt, Mag discovers an ancient machine.
Fascinated by the device, he soon realizes that locating it may not have been mere coincidence. It
may in fact have found him. Along with this contraption, an entity may have survived through the
ages by using it as a carrier. This is the mystery at hand in Evolution.
Evolution is 100% traditional RPG goodness. There are menu battle systems, towns to visit, and
huge dungeon maps (randomly generated, like Landers) to explore. The other characters include
Gre, Chain Gun, and Pepper brandishing weapons such as daggers and canyons. Evolution’s direc-
tor Tomita-san loves Chain, because he sees her as a sweet, tomboy-type character who is too shy
to be honest about her true feelings. This attention to character detail is what separates Evolution
from most RPGs of late. Sting says. And they are attempting to capture an Indiana Jones-type of
excitement for exploration and discovery. Expect complete Visual Memory compatibility for us in
monster capturing, and high-res, 60-fps polygonal graphics. The shapes and models are simple
but cute and effective; Evolution sounds like an enchanting little adventure.
triQ total ciream paci-iacie
a tuu set of periprierais aciclinci to iiour piatiinci experience
ig glass cases (right) at the TGS housed the contents of the Dreamcast package, which
Ck includes numerous exciting cords and a slightly differently designed console. The rear of the
unit is now sculpted up into a “spoiler,” and there’s an internal fan (thus hopefully avoiding
the joy of balancing an overheating machine that PlayStation owners experience). Note the
embossed Sega logo above the joypad ports, and DC logo atop the lid. There may or may not be a
“Powered by WindowsCE” logo to the right of the joypad ports. The joypad was light, easy to use,
had a d-pad that actually could be pressed into the diagonal corners (unlike the Nintendo 64 pad),
but wasn’t built for fighting games. Cue the Arcade Stick, attached to a solid base and built from
the same materials as the marvelous Megalo 50 sit-down arcade cabinets - perfect for VF, and light-
ning fast responsiveness. Then there’s the Visual Memory cards (not VMS anymore due to copyright
infringements) with a tiny d-pad and packaged in the
same way as other LCD games. A keyboard was also
present but not final, as was the only non-white
peripheral, the racing controller which provides the
Sega Rally fanatic with an orange and dark grey steer-
ing experience. Overall? Top quality workmanship!
Get them while they're hot! Note the cool orange/ red
box, the size of the unit (about the size of a Discman)
and the extra cables. Don't forget your VM cards!
arcade feature
Special exclusiue arcade report from Japan
Everyone’s favorite games from the show were Konami’s
music-orientated games. Currently riding a massive
surge in popularity, the music game boom that Konami
created has revitalized the arcade, and by taking advan-
tage of almost no competition they are building up an
impressive lineup.
DANCE DANCE REVOLUTION - PIC 1
The first-ever dance simulation game, this is like actu-
ally taking part in Bust a Move. It’s really simple to
understand but it’s still tricky to dance in step if you
don’t keep in time with the music. The floor unit has
four arrows (up,down,left,right) that you must step on
in the order displayed on the screen.
BEAT MANIA 3RD MIX - PIC 2
Continuing to ride the wave of the music game boom in
japan, Konami unveiled their latest Dj simulation, and
everybody loved it. Probably one of biggest games of
the show, you had to stand In line for a long time to get
a go on it. This time you even get to listen to a remixed
version of the Metal Gear Solid theme tune as well!
POP^N MUSIC
This game is a little easier than Beat Mania and is aimed more
for casual users. In addition, with nine buttons to press, sev-
eral people can play together at once, but you only have to pay
the one-player price. Compared to Beat Mania's wide range of
music, this game is more for popular songs.
EVIL NIGHT ^
Konami’s own horror shooting game KU
features the original three-gun cabinet. ^ ~ ^
Two of the guns are handguns but the \ r -
other is a shotgun that actually has a \ . 1.
wider firing range, making it easier to
hit multiple targets. ' 'S
!#■ naWi
■ HOUSE OF THE DEAD 2 - PICS 1 & 2
Naomi power brings this popular gun game back
f*! ^ from the dead! Incredible graphics and extra game
? touches like multiple routes and plot twists enhance
the action. More details on this game can be found
1 in our exclusive Naomi report next issue.
1 * hf ■ TRILOGY ARCAD£ - PIC 3
Show has never seen a booth like this
before. The usual bland line of cabinets was
replaced with an amazing Star Wars diorama with
models of Storm Troopers and X-Wings to grab your
' attention. In addition, the fully licensed Star Wars
^ . soundtrack could be heard wherever you went.
Of RT DEVILS - PIC 4
^ After a long break, AM 3 were back with a brand new
title that breaks the typical convention of driving
f f jpi games. With this off-road racer you spend nearly as
much time in the air as on the ground. A little tricky
to get to grips with but lots of fun once you master the handling.
OCEAN HUNTED - PIC 5
The best looking Model 3 game ever, with graphics to die for. All
the tension and excitement of an underwater adventure has been
captured perfectly and the unique gun-shooting system adds even
more atmosphere on top of that. Certainly the most enjoyable
- — r shooting game at the show.
f ; BLOOD BULLET- SIDE STORY ~ PICS 6, 7 & 8
I j/ , An incredible looking zombie shooting game based
0 *^ ^he House of the Dead story. The visuals are spec-
■ tacular with excellent animations and creature
I ^ ^ design as you and a friend select hh
^ from three hardy adventurers ♦ '
r* ' and take to the streets to rid the r .
r undead scum. Imagine
^ Resident Evil meets Final Fight
A I in full 3D! More on this monster ^
I I hit next Issue! 4 < i ^
t Sega, Alt Rights Reserved. Star Wars Trilogy Arcade c Lucasfilm Ltd & All Rights Reserved.
arcade feature
^o0ar characters take center stage,
In order to attract hard-core users fatigued from end- ous Disney theme and the fun to play original story mode. Capcom’s
less sequels and build up a new group of light users , excellent 2D skills have been to put good use with beautiful charac-
Capcom have sought out the talents of outside design- ter animation as well. I
ers and artists to enliven their games with truly original JOJO’S STRANGE ADVENTURE |
and unique new characters. Even those people who Only on video, but probably the most awaited Capcom game for a
wouldn’t normally touch a fighting game were glued to long time. Not only does it benefit from a rich manga pedigree, full of
the monitors showing Jojo’s Strange Adventure, great looking characters with incredible special attacks and abilities,'
Capcom’s big announcement was their first game for it’s also only the third CP- System III we’ve ever had. Expect this to do
Sega’s new NAOMI board: Power Stone is still under well over here.
development but early video footage showed an incred- ^ ^ ^ ^ ^ ^
ible promise. This is Capcom’s first true 3D fighter for ^ |' ' ' «
sure. Check out “Frontlines” for more info. K C
TECH ROMANCER- PIC 1 i ‘ L\.
With one of the best creators in the animation world, u— ^
Shouji Kawamori (Macross), doing all the original I
designs for the robots, it’s not surprising that this game -f ^ |
attracted a lot of attention. With a good blend of styles ' ^ | ^
and design, this game has far much more character to it ^
than most other current fighting games. - : S
MAGICAL TETRIS CHALLENGE FEATURING MICKEY | 6
Capcom’s first Nintendo 64 game was looking very good |
indeed with many female players attracted to its obvi- I ^
Since a few years back, Tecmo’s arcade fortunes have
just got better and better. Building on their very suc-
cessful Dead or Alive brand they showed themselves to
be back amongst the big name makers by unveiling a
whole host of third-party games at their booth.
DEAD ORAUVE++ - PICS 1,2 & 3
Having a real martial artist in their motion designer team
has obviously helped in making this game one of the
most playable and realistic fighting games of all time. In
Its latest incarnation, Tecmo have fine tuned DOA++
even more with a whole host of new features to tempt
you back into the arcade.
FLAME GUNNER - PICS 5&6
This wasn’t playable but it looks like It could be a really
interesting game. In particular, they’ve managed to
seamlessly blend numerous high resolution movie
scenes throughout the game, which then smoothly revert
back to the normal resolution level of the game. This effect
alone is impressive. — -
ELANDOREE - PIC 4
In this unique fighting game you ride on the
back of a flying dragon doing battle with
other dragon-mounted warriors. Not only do
you get to control the flight of your dragon in
the 3D space but you can perform a whole
load of magical attacks as well. K •*
Capcom. Ail Rights Reserved - Magical Tetris Challenge c Disney - Jojo's Strange Adventure c Luckyland Communications .....^^5
1996. 1998 Tecmo. All Rights Reserved Fiame Gunner c Gaps Inc. All Rights Reserved Elan Doree c 1998 Sai-Mate Ltd. Alt Rights Reserved
fURMlH
gASSj
iRDRl
Jt,WAI
II yv
\ 1 H
A
fiYM
BHiiimnijiiii^rg!^
GUN BIRO 2 - PIC 1
Psikyo, the undisputed kings of the shoot ’em up, have waited four
years to make this sequel, but it’s been well worth the wait Using
their own custom high-spec board for 260,000 color graphics, your
wacky character’s unique animation is both smooth and colorful.
Needless to say, the gameplay is excellent
PILOT KIDS _ . 11 , _ , „
Shrinking to fit into a tiny plane
you must do battle with a weird
have been brought to life. Using
the Model 2 to create some
really massive 3D bosses and a
wonderfully realistic back- ^
ground environment, Psikyo V' • ' *
have made a truly original shoot ^ * i M *
mik
FUUKI
ASURA RLAOE - PICS 1 &2 'V ^
A sword and sorcery fighting
game set in a fantasy world V'
where each of the eight stan- ^'^4^
dard characters has his own EJssiss
individual attacks and unique capabilities.
Not only can you attack with your weapon
but you can actually throw your weapon at
your opponent as well for some pretty
spectacular combat.
c 1998 Taito. Alt Rights Reserwed. c 1998 Psikyo. All Rights Reser¥eii c 1998 Fuuki Co., ltd All Rights Reserwed.
arcade feature
OeBd 0[Mi/e2pl3niieil for MMJ
- Olmse range Of Original titles on Show! '
The first of Taito’s new games ^
using their new low cost, high per-
formance hardware, the Taito G- y, .
Net was well received by both
people from the industry and the * f ^ ^
gamers. With just a simple card
holding all the game data, it’s real-
ly easy and cheap to exchange ^ f
games. In addition, its incredible «
CG capability has allowed Taito to '"2
create a couple of awesome games as well. Look out for more good
things coming for the Taito G-Net soon!
CHAOS HEAT - PICS 1,2,3 & 4
When we saw this at Taito’s private arcade show a few months
back, we thought it looked good, but now it’s even better! As their
first Taito G-Net title, it’s a good indication of the quality
of games that we can expect hereafter and it’s in-depth ~
gameplay bodes well for a long arcade life.
RAYCRISIS - PICS 5,6 & 7 i ^
It’s good to see that shooting games are currently having
a revival in japan and this, the third in Taito’s excellent
Ray Series, is one likely to push this trend even more. As '
their second Taito G-Net title, not only does it look graph-
ically superior to any other shooter but it has a wealth of .
new features as well.
world republic
~] Building on the success of the Street Fighter EX
I ’ series, Arika are expanding into new territories.
. This will no doubt take shape even further with J
S * *18 * support of Namco behind them. Look for ^
^ ^ Arika to be behind some cool games in the
.1 near future. For now Arika fans can enjoy ^
V their latest lineup.
r . ** S- mH7\NGLAYlR-PlCS1,2 8i 3
Having left Capcom to work with
Namco, this is Arika’s first original
'^\ fighting game not to use the Street
Fighter license. They’ve designed a
' completely new set of characters (with
the exception of two original fighters >
\ from SF EX, Blair Dame and Allen ^ ^
Snider) to do battle with and ■
included some very original new ^
game features as well. ^ ^ \
III SllSil J TETRIS: THE GRAND MASTER - PIC 4
^ Not to be confused with Magical Tetris
by Capcom, this is Arika’s very own Tetris game. It’s
already in the arcades, so it wasn’t at the show, but we ^
thought we’d give it a mention anyway. O
HANGUNFEVERON- PICS 1&2
Carefully blending the tradition-
al old-style shooting game for-
mat with a host of new features,
this game has a very nostalgic
but exciting feel to it. In particu-
lar, all the BGM is ’ 70 s disco
music, which adds a most
unusual atmosphere. That
g|^ ^ aside, the game is
^ for everyone,
' including begin-
ners and maniacs.
BLOODY ROAR 2 - PICS 1,2 &3
The world’s first beast transforma-
tion game is back again with better
graphics, new characters and
improved gameplay. With more
emphasis being put on the charac-
ters’ unique animal-like qualities,
the game - one of the more popu-
lar at the show - now has a lot
more variation in the fighting tech-
niques that you can employ. The
success of the original on the
PlayStation means that this sequel
should find a receptive audience
should it reach Stateside.
Bloody Boar 2 c Eightingf Razing c Hudson Soft All Rights Reserved. Still under development
c 1998 Arika All Rights Reserved Tetris c Elorg. All Rights Reserved c Cave Co., Ltd. All Rights Reserved
D rakan is an unforgiving world: a harsh
climate, a rugged, mountainous ter-
rain, a habitat for the ungracious Wartoks,
toxic Spiders, horrifying Scavengers, omi-
nously resourceful Primitive Giants, and
vicious Blade Dragons. Its history is blem-
ished by war; its destiny is in your hands.
Playing as Rynn, a shapely, stubborn red-
headed Dragon Rider with an uncontrolled
temper and a heart of steel, you’ll soar
over mountain ranges, do battle with
hideous life forms and explore dangerous
caves in search of your missing brother.
And if looks could kill, you wouldn’t need
your arsenal of weaponry, magic spells, or
even your ancient fire-breathing red drag-
on, Arokh. Rynn is as about as alluring as
they come in the world of computer gam-
ing; she will surely make Lara Croft jealous.
But just what kind of game is Drakan
anyway? It is an ambitious fantasy adven-
ture game that combines the tumultuous
action of flight combat, the exploration of
Tomb Raider, the quests of a role-playing
game, and swashbuckling action of 0/e by
L f/?e Sword. Its formula is complex and
untried, but if it works, it is likely to
open a new avenue for gaming.
The concept of the level is
nonexistent in Drakan. The
world has four regions, but
they are joined seamlessly,
which means there will
never be any loading -
even when entering unique landscapes. And
the enemies you face have individual per-
sonas; they react differently depending on
whether or not you are mounted atop your
dragon. A Wartok will sometimes run in fear
when he notices you, but then return with a
^ horde of minions to support his attack. And
k the game is supported by a sequencing
^ technology that Surreal Software call
g STOMP, which allows for real-time cut
k scenes that do not interfere with the play-
51 er’s experience. But even more exciting is
g the inclusion of multiplayer support: imag-
S ine up to eight players soaring through the
tt unfriendly skies atop huge fire-breathing
dragons.
ff Despite being introduced to Drakan in an
r infant state, we can say that if its rich blend
of play styles and fantasy-based theme are
successfully realized, it could be a game that
will hold our attention for quite a long time.©
pc cd-rom preview
developer surreal software • publisher psygnosis • available jan *99
f
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P I 1
' MM 1
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UCENSED BY NINTENDO. NINTENDO. THE OFFICIAL SEAL. NINTENDO 64 AND THE 3D ^N" LOGO ARE TFlADEMARKS OF NINTENDO OF AMERICA INC.
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I
pc cd-rom preview page 40 • developer 989 studios • publisher 989 studios • available winter ’98 «|Sr?»
A mbitious isn’t the word to describe the on-line behe-
moth of a role-playing game that 989 Studios are cur-
rently putting the finishing touches on. Think about a
gigantic world that takes upwards of four hours of unin-
terrupted real time to cross at its narrowest point, fully
populated with a Tolkeinesque bestiary of humans, elves,
halflings, ogres and trolls (these are just the characters
you can play), plus hundreds of fantasy creatures inhabit-
ing jagged mountains and serene plains. That is perhaps
the smallest of impressions of the communal on-line
world that EverQuesVs development team is proposing.
While you gape at the in-game screenshots of an all-new
continent recently created to house the second wave of
gamers when the world goes “live” in january, let me take
you through the life of a human fighter currently battling
for survival in this beautiful and almost limitless realm.
Taking part in a 270-man beta test was an exercise in
wonder, fraught battling and agony (especially when the
server closed for revamping). First, you log Into the
EverQuest server and create your character. As you’d
Imagine, every Imaginable race of Player Characters (PCs)
can be chosen, including Erudites (robed island dwellers).
High Elves, and even Gnomes. Next, face textures, char-
acter class and additional skill point allocation occur (sim-
ilar to the way Dungeons & Dragons characters are
formed), after which your religion and starting positions
are determined. Rather uninterestingly, I opted for the
Human Fighter; named Sothoth, my pugilist sported
rather fetching britches and a white frilly shirt. I decided
to begin my adventuring in the town of Freeport. Now the
“EverQuest” had really begun...
Never have so many possibilities been presented to a
gamer fully immersed in the gameplay of EverQuest.
Outstanding polygonal graphics were the initial greeting,
and after the character screen was negotiated, I moved
my character around the townscape environment in a
state of shock. Although not as intricate as a Quake 2
level, the graphics are of the same 3D-accelerated quality,
quickly sucking you into this fantasy realm like no other
game before. Computer controlled guards patrolling the
town’s battlements and characters of all descriptions
wandered past me, all with a purpose. Snapping into
character, I quickly bought a sword, a little leather armor,
a fishing rod and then became engrossed In a very impor-
tant initial task: locating the ale house.
A tavern near a wooden ocean jetty was my first water-
ing hole, and I nattered away to a couple other characters
already propped up against the bar. Working in exactly
the same way as an Internet chat room, greetings were
exchanged, beer was bought, and then I staggered out to
the pier (my vision blurred after my seventh flagon) to
drunkenly catch some fish. Once my inebriated state had
Meet the characters (below). Look for the further
exploits of Sothoth the adventurer next Issue, alona
nil
lessened, I walked back through the city, walking past apothe- back to the arena, and began to train again. My skill with the
caries, guard towers and assorted shops in an attempt to locate my Claymore had risen from Feeble to Very Bad! Now that Sothoth was
Guild. Eventually finding the arena, I joined the Guild of Fighters a considerable force to be reckoned with, 1 tramped back to the
and began training. My weapon of choice was a Claymore, so I killing grounds and into the next zone...
opted to spend my five points training my two-handed melee skill. From this initial beginning, a warrior was born! I’m currently
1 then trudged to the west exit of Freeport, determined to bring eleventh level, have adventured in desert, mountainous and dun-
honor to my newly found family. geon environments with up to five other gamers in the same party
Outside the town’s stone walls, the sun was setting, and a dark as me, and I’m currently exploring an Ore encampment... Fighting
shape flapped towards me. Taking a step forward, I flicked to creatures, interacting with hundreds of other characters and find-
attack mode, targeted what was a giant bat, and began combat. ing quests to undertake has taken complete control of my social
With the optional Autoattack on, 1 sat back and watched myself calendar. I’m deep into EverQuest, and see no sign of extracting
swinging my Claymore while the bat squeaked and retaliated with myself! The reason: The sheer vastness and communal aspects of
a nasty bite. Clicking through the numerous exterior viewpoints, I the game that add a spectacular uniqueness to each consecutive
saw my character slash down the bat with glee. My first experience visit. This is a spectacular undertaking, melding 3D accelerated
points had been gained! Dozens of bats, snakes and rats later, I graphics with on-line multiplicity to present an absorbing Interac-
acquired enough experience points to enter second level, rushed tive romp through a beautiful and almost limitless realm. ^
arcade preview
page 42
developer atari • publisher midway • available fall *98
<Cer3Di>
I
I
gmmtiet legends
by Dave Rees
A captivating sequel emerges
from the shadows of a 14 -
year legend. Gauntlet
Legends Is a powerful tribute
to Atari's classic igSs game.
I t has been almost 14 years since
Atari’s ineffaceable arcade smash,
Gauntlet, was first born. Think about
the evolution of technology since
then. Just imagine what kind of game
Gauntlet would be if it employed
some of today’s top technology; if its
environments, characters and ene-
mies were constructed entirely of
polygons; if it was made even more
spectacular by the utilization of con-
temporary visual effects: light sourc-
ing, particle effects, transparencies
and shading. With Gauntlet Legends,
Atari Games has turned that dream
into reality.
The return of Gauntlet is everything
a fan of the original could ask for.
While the general idea remains well
intact - up to four players are tremen-
dously outnumbered as they fight
their way through a variety of environ-
ments - the graphics engine and new
gameplay features add a new dimen-
sion to the game that, when experi-
enced, breaks new ground. Sure, you
still have to find keys, open locked
chests, explore alternate paths, exit
through portals, collect money,
potions, and power-ups. The visual
presence, however, has changed dra-
matically.
Gauntlet Legends strikes the optic
nerve with shameless tenacity. The
beautifully sculpted structures and
vivid outdoor environments are mere
backdrops to the spectacular combat
effects. But the game’s most interest-
ing new feature is how it allows you to
enter a name and password for your
character and save game data for sub-
sequent retrieval: When starting a new
game, you can load your character.
Gauntlet Legends provides the same
solid, immensely fun experience as
the original. Even after the quantum
leap from the original, simplistic 2D
appeal to the complex, camera swoop-
ing world of isometric 3D, the game
has few flaws. Make sure you save
plenty
for you
Jackie Chan’s on screen acrobatics are in a ieague of their own.
is there anyone more soiteh to star in his own i/iiieo game?
T he infectious energy Jackie Chan exudes
on screen, the grace and elegance with
which he performs his marvelous fighting
moves, is truly a gift. It’s no wonder only
Arnold Schwarzenegger commands more
worldwide recognition In cinema than Chan. I
love the fact that Chan seems to relish every
second he is on screen. There’s an inno-
cence, a cartoon quality to his personality,
and there never seems to be a dull moment
in his magnetic presence.
Why Chan hasn’t been tagged to a video
game a long time ago is a mystery, but final-
ly, Radical Entertainment is taking the golden
Chan image and utilizing it for Jackie Chan's
Stuntmaster.
A highly intense action/fighting game,
Stuntmaster manages to capture the Chan
charm in a number of creative and entertain-
ing ways. When the options screen first
comes up, Chan sings the words “Radical
Entertainment,” and you just know there was
a goofy smile on his face, a delight in what he
was doing In the recording session. Little
touches like this - Chan intones humorous
remarks throughout the game - hint that the
developers seem to understand the charm of
Chan and are using his image and crafting a
game around it that is a natural extension of
his persona; think of Stuntmaster as a con-
vincingly Interactive Rumble in the Bronx.
In the opening stage, a twilight Chinatown
setting softly lit with rich colors, a motion-
captured Chan engages hugely stocky, flat-
shaded enemies with hand-to-hand combat,
grabbing bottles, spinning on barrels and
jumping onto awnings and catwalks. The
scene is very distinct, somewhat cartoon-
like; a perfect setting for a Chan world. As he
moves through the alleys, he comes to a sub-
way, and it Is here, after making jumps from
car to car while avoiding passing girders and
tunnel extensions, that the game currently
ends. It is extremely early, and much will cer-
tainly change, but I can already say that
Stuntmaster is not unlike Chan’s movies -
unique, full of energy, and loads of fun.
playstation preview
page 44
• developer real sports • publisher asc games • available march ’99
1 c<3lS^>>
fsff ooftlon ^
xsmang
by David Hodgson^0
J eff’s monumental appeal and ASC’s tight little gaming engine
combine to produce what could be a rather entertaining pseu-
do-futuristic racing ride. Jeff Gordon X 5 Racing initially perturbed
me, as I was expecting the full NASCAR experience, but instead
found myself at the wheel of a sparkling future stock car - kind of
like Destruction Derby mobiles, but with much more emphasis on
the speed of the game rather than the crashing and chock-full of
the latest technology that the year 2012 has to offer. Yep, Jeff’s
still going strong in 2012, and he’s able to challenge you, the
newly signed racer, to hone your skills on eight tracks, acting both
as a teammate to help and instruct you, before finally challenging
you in the ending stages of the competition.
Emphasis is firmly placed on the arcade experience, with these
new-fangled vehicles exhibiting the same characteristics as con-
temporary cars, but with a couple of “advancements.” First, the
real-time deformation looks rather impressive, as the car buckles
(with sparks a-flying) when you graze a corner or competitor, after
which it morphs back to its original shape! Secondly, those requir-
ing “wicked air” while jumping have this opportunity, as certain
courses offer a number of jumps, and special “rudders” expand
out from your rear spoiler, allowing drifting capabilities.
Course layouts provide you with short but frantic environments
of the usual fare (i.e. ice, cities and dirt hillsides) with some major
corporate sponsors slapping products onto every surface: Soft
drink fans need not worry... in the future, brown, fizzy, teeth-rot-
ting beverages are still an integral part of every racing fan’s life.
After playing five of the tracks, 1 lamented the garish nature of the
courses, despite some impressive lighting effects; however, 1 also
noted the realism of the engine noise, and the weight and physics
of the cars. Once the final game mechanics are in, we’ll be back to
comprehensively challenge Jeff. 9
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D ouglas Smith’s original Lode Runner
game first debuted in 1983 and a clas-
sic action/puzzler was born. Fifteen years
later. Big Bang (whose previous credits
include the PS conversion of Dark Forces)
are set to unleash a 64-bit update to a
whole new generation of gamers. But will
the original concept with a few tweaks and
a 3D engine hold the interest of those
weaned on the likes of Mario?
Based on my experience with a nearly
complete version of the game, 1 think so.
Anyone with a penchant for puzzle solving
will surely warm to Lode Runner 64*5 unique
style of gameplay. As with most brain-
teasers, the basic premise is deceptively
simple. The goal within each stage is to col-
lect enough gold pieces to open an exit por-
tal. Running along a Pandemonium-Wke 3D
strip, this is easy enough in the very early
stages, as your only real challenge lies in
destroying certain blocks that limit access
to gold-bearing sections of a stage. Things
are made trickier by the fact that you can
only destroy blocks that are below and in
front of your character. And as you
progress, gold-stealing Monks, moving
platforms, bombs, teleporters, and drills
figure into the mix, making your seemingly
by Mike Hobbs
simple task that much more difficult.
The appeal of Lode Runner 64 lies in the
very clever stage design. You’ll experience a
good number of satisfying mini-revelations
as the solution to a particular section
becomes apparent - which often involves
having quick reflexes, lending a nice action
feel to what could have been a dry, puzzle-
solving experience.
When finished. Lode Runner 64 will boast
some 100 levels spanning five unique
worlds. If the control can be tightened up
and the camera made more intuitive, this
update of the eighties classic should have
little trouble finding an audience. As of this
writing, however. Big Bang have yet to
secure a U.S. publisher or an official release
date. Keep your eyes peeled, -i-
Use of this CD will cause
smoke and flames in most computers.
Windows
CD-ROM
I EVERYONE
www.mindmagic.com V
Mind Magic Productions is a division of RMC Interactive
1753 Northgate Blvd, Sarasota, FL 34234 1.800.762.6443
NHRA Drag Racing was developed by Tantrum Entertainment i99e Tantrum Entertainment, inc. 4 Spring hiii une Bethel, cr
NHRA trademarks are used with the permission of NHRA Properties and the National Hot Rod Association.
All other trademarks or registered trademarks are marks of their respective owners. All rights reserved.
multi-format preview
page 48 ^ • developer ubisoft • publisher ubisoft • available march ’99
U biSoft have been generating a lot of excitement
lately. Rayman 2 earned its fair share of “Best of
Show” honors at this year’s E3. In fact, Nintendo’s
own game guru Shigeru Miyamoto was even spied
giving the game a whirl on the show floor, and it’s
easy to see why. Taking full advantage of current
accelerator-card technology, an almost indescribably
lush and magical world has been created, one that
shows off as much artistry as it does programming
prowess.
Basically, UbiSoft have achieved the seemingly
impossible: They’ve managed to keep the same high
level of detail and color that graced Rayman’s previ-
ous 2D outing and translate that look almost perfect-
ly into the realm of real-time 3D. The phrase “living
cartoon” has never been more applicable. In fact,
comparing it to a cartoon may be short-changing it,
for the wealth of beautiful lighting and particle
effects in concert with other, more subtle atmospher-
ic touches lends a sense of fantasy reality that few
animations can match.
One look at these
screens should be
enough to convince
you of the supreme
graphical achieve-
ment of Rayman 2.
It’s the best look-
ing free-roaming
game yet created.
■■ *
Rayman himself also looks as good here in 3D as
he did in two dimensions. He’s the same, limbless
curiosity, but his appeal cannot be denied. And
more importantly, he moves through his new world
with a subtle grace that any 3D adventure/plat-
former would be envious of. Even in its unfinished
state, Rayman exhibits sublime control that makes
traversing the gorgeous environments all the more
exhilarating.
With a final review copy forthcoming, the excite-
ment over Rayman 2 is definitely building. If all
goes as planned, the game
should be released around
March of next year. '8^
Obviously, the N64 is no match for a high-spec accelerator card,
but that shouldn't keep it from being beautiful in its own right.
Its utilization of the upcoming 4-meg expansion pack ensures
the highest quality visual presentation possible.
pc ca-ram preview | page 50 • developer cyclone
«Er?»
Winter '98
mm
by Dave
God grants Malachi a license to kill, but will he alone
be enough to prepare the world for the second coming?
Geez, between Requiem and Messiah, we are all about
to receive some interesting allegorical lessons cover-
ing the apparent apocalypse. Sign me up! | ^
1
T he PC takes us to many visionary places, but
has it stopped by Heaven or Hell lately?
Well, it*s about to. In a classic battle between
the ultimate opposites, good and evil. Cyclone’s
Requiem Invites us on a terrifying ride that
launches from the grim underworld of Hell, and
hopefully, ends at the pearly gates. And like Sin
and Half Life, the game will focus on action but
be driven by a deep back story.
Assuming the role of an angel, Malachi, you are
commanded by God to cleanse the Earth of an
army of rebellious angels, the Fallen.
(Curiously, the name Malachi was also given to
the last prophetic book of the Old Testament; It
signifies the figure of the messianic precursor.)
It may sound a bit similar to Messiah, but one
thing is for sure: Malachi is not a cute, rosy-
cheeked Cherub. And armed with some power-
ful weapons and creative abilities, he is perfect-
ly capable of defending himself without exploit-
ing the souls of his enemies.
When you first begin to play Requiem, it
immediately becomes evident that Cyclone
have made a concerted effort in mirroring our
understanding of Satan’s dwelling. Demonic
whispers of ’’Malachi” emanate from an
unknown origin, faint moans of discomfort and
torturous cries of agony fill the air,
and as you trek through breathing
passageways, heads and arms pro-
trude from the walls, flailing about
as If they are desperately reaching
for unattainable salvation. It almost
feels uncomfortable to play the first
levels of the game, even from the
safety of your favorite chair. But
ironically, when you finally escape
from the underworld, you find your-
self facing predicaments that make
Hell seem like a vacation spot.
Requiem*s selling point will likely
be the unique lineup of abilities,
both offensive and defensive, at
your disposal. Not exactly angelic by
nature, many of the offensive spells
cause a painful and violent death to
the unfortunate receiver. Blood Boll,
for example, causes its victim’s blood to boil
over and, after quivering spastically, he
explodes - entertaining stuff.
But the question is: With its proprietary 3D
engine, will Requiem be in the same league as
Sin and Half Life? You’ll have to wait until next
time for that one. @
i
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LICENSED BY NINTENDO, NINTENDO, THE OFFICIAL SEAL, NINTENDO 64 AND THE 3D "N” LOGO ARE TRADEMARKS OF NINTENDO OF AMERICA INC.
©1996 NINTENDO OF AMERICA INC. ©1998 KEMCO, TOP GEAR is a registered trademark of KEMCO
NINTENDO*^
upm
^ playstation preview page 52 • developer crave • publisher crave • available spring ’99 «^Sr^»
by Brady Fiechter
S hortly after Square shut down its U.S.
production house, a few scattered
team members ventured out on their own
to begin work on an RPG called Shadow
Madness. Eventually, Crave assimilated
the fledgling production team and made it
a permanent fixture in their in-house sta-
ble. Now, as progress continues unabat-
ed on Shadow Madness, scattered pieces
of a promising RPG are starting to be uni-
fied into a solid, pleasing form.
The first thing to attract attention in
Shadow Madness is the pre-rendered
backgrounds. Comparisons will be drawn
immediately to Final Fantasy VII, yet there
is no comparison - at least not In com-
plexity, detail, and vision. The dusky
world of Shadow Madness looks very
good, and the potential for a fine visual
sweep is lurking, but there is much work
to be done if Crave hopes to dazzle the
p[ayer. But standing In the suffocating
presence of a Final Fantasy VII Is bound to
manipulate our outlook on the game, and
the visuals are but a part of the whole;
Crave is concentrating on several areas to
separate Shadow Madness from the com-
petition. One of these key areas is battle
avoidance: When a monster screams, the
characters are able to circumvent con-
frontation by lying on the ground. It is up
to the player to decide when a fight is
necessary. When conflict does arise, turn-
based fights involve three party members
against the enemy, and the familiar magic
and short- and long-range attacks can be
utilized. Certain magic spells are carried
out in rendered cinematic sequences,
adding an exciting visual kick to the spell
'Wtndleaf
What a place!
casting - a kick that is much needed; the
exact nature of the battles is still highly
ambiguous, leaving much to be molded
for the final game.
If comparisons must continue with Final
Fantasy VII - and any other RPG for that
matter- then for its most powerful ammu-
nition of offense. Shadow Madness
comes loaded with exquisite music that
only Suikoden of 32-bit RPGs can match.
Exceptional in variety and complexity,
beautiful in Its atmospheric grasp, the
score expresses a mood the visuals some-
times fail to do.
But a failure Shadow Master will cer-
tainly never be. An early five hours of play
Is but a rough tease of what is to come - a
reconciliation for RPG fans who are frus-
trated with their anemic collection.
Mist plays a major role, along
with other gloomy illumination.
Also note the detailed polygonal
models; Cybil chats to Harry.
by David Hodgson
J ust what is going on at Silent HUH This wonderfully Japanese question on Konami’s press releases
was posed back at this year’s E3 show, and at the moment, the answer appears to be a lot of running
and gunfire courtesy of Harry, our 1940s investigator-type clad in full “Spooky Mulder” FBl-style regalia.
There’s also quite a deluge of crimson splatter, with bloody little extras (such as a nasty accident involv-
ing a police officer and a lack of a restraint system in his vehicle), as well as half-a-dozen (mainly
skinned) implemented enemies ready to shamble at you, ragged claws at the ready.
Now hold there. That’s all been seen before... Silent Hill? Raccoon Valley? Certainly, there’s a nod
towards Resident Evil mth the initial tasks at hand (mainly that gunfire), but what separate the two are
the even more disgusting subject matter to slaughter and the free-roaming aspect of the adventure.
Running through misty environments and dark alleys of this decaying little hamlet brought back
thoughts of Kalisto’s Nightmare Creatures, but with much more in the way of investigative activity in the
style of the Capcom classic. What really sets this game’s high standard though are the CG cut-scenes.
Your comrade Cybil (the Bridget Fonda lookalike police officer), mad old Dahlia (a cackling
women in a clock tower), terrified nurse Lisa, and mysterious mutant children have all been
painstakingly (and beautifully) brought to almost photo-realistic life. The quality of the CG
has only been matched by D2, and this shows that Konami’s other R&D teams have a dif-
ferent approach to creating the linking portions of their games.
With Silent Hill, pre-rendered graphical prowess appears to overshadow the full
immersion Metal Gear Solid offers. The only real problem seems to be one of cen-
sorship. In fact. I’m sure American gamers won’t be able to blow bloody chunks from
the rotting heads of skinned zombie children (in a school yard of all places!), the
dead kiddies replaced by demonic foes when the official game is released.
However, the type of creeping terror present in the title has certainly transferred
precisely to the newest Japanese catchline for the game... Silent Hill is most defi-
nitely turning into Hell! 9
“Officer Harris? This is control! Please
report your current status!'* “I crashed
into a snow bank and I’m currently strung ^
upon a bar bed -wire fence! Glurkl*!^^*^
• developer konami • publishei konami • available spring *99
page 53
playstation preview
:S pc cd-rom preview
developer ubisoft • publisher ubisoft • available fall *98
by Dave Rees
W hat place would a stomping
Tyrannosaurus rex, enraged King
Kong, wobbly UFO, frenzied jaws, and
Captain Nemo’s tentacled arch-nemesis
possibly find in a racing game? I’m not
quite sure, but when Ubisoft’s Pierre
Szalowski, the game’s producer, first
came up with the inspiration behind
Speed Busters, I’m sure that he wanted
to create a driving experience that was
far from being traditional. From our pre-
view of the game, it looks like his vision
is moving to fruition.
As the title states, this game is all
about speed. Placed at various points on
each track, a police car keeps track of
your speed via radar. But there is no
need to worry - this cop won’t chase you.
In fact, he wants to give bags of money
to the driver who can maintain the top
speed. The faster you go, the more
money he will award you - money that
can be spent on upgrading your car.
The game’s seven cars are modeled
after various four-wheeled vehicles from
the ’50s and ’90s, but they’ll all be
equally competitive, and come equipped
with a speed-enhancing Nitro booster.
But while your wheels are certainly,
cool, it is the obstacles that
make the game so refreshing
and humorously entertaining. K
You’ll have to watch out for
avalanches and landslides.
Drive through an irrigation
duct and you’ll soon be ^
chased by a wall of water! A
running train can actually be used as a
shortcut; time your jump and hitch a
ride! Combined with the hilarious efforts
of some of Hollywood’s most famous
adversaries (King Kong seemingly hates
cars!), the tracks are entertaining as
much as they are challenging.
Supporting its gameplay, the Speed
Busters engine is fast and well equipped
to do the job. The openness of the tracks
is reminiscent of Midway’s San Francisco
Rush, but the physics, control and envi-
ronments are much more entertaining.
Ubisoft is preparing to create quite an
online community of speed busters as
well. Players will be able to download
new cars and skins, and, of course, play
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pc cd-rom preview
page 56
developer core • publisher eidos • available fall ’98
tombmUerS
by Dave Rees
m/hUe it is teciwieaiiy simiiar to its origin...
nn unMablB admO/rB beckons us all...
A mere issue ago, we mentioned Tomb
Raider 3 for the PlayStation, but what
about the PC version? As one would expect, it
is the exact same game but with dramatically
enhanced graphics and frame rate. But this
fact leads us to another question: Why didn’t
Core make further improvements to the PC
version? Why not smooth out Lara’s curves or
add unique features? After all, when it comes
to rendering and pushing polygons, a
Voodoo 2 machine goes well beyond the
PlayStation. Right? It is ironic that the gam-
ing heroine of the ’90s has changed so little.
Besides the apparent breast reduction (sorry
folks, she’s a B-cup in the preview) and a few
new outfits, Lara still has the same blocky
frame, which is made even more evident
when she is crouching on all fours or per-
forming her new crawl maneuver.
Without harping on a relatively meaning-
less point for too long, it is perhaps more
appropriate to talk about the fact that the
third installment is definitely more of the
same, which in this case is a good thing, but
contains many new subtleties that differ
enough to warrant its consideration by any
gamer. Even those who have been with the
series from the start will find it refreshing
enough. New settings, moves, vehicles, ene-
mies, and weapons were all expected, but
what about varying weather conditions,
smoking guns, rippling water, or a trail of
footsteps left in the snow? These may seem
to be rather simple enhancements, but at
best, they are effective in making the envi-
ronments and atmosphere of Tomb Raider 3
seem more alive than ever before.
Remembering the magic of the original
Tomb Raider brings about a revelation:
Keeping the changes to the TR series subtle
in nature is perhaps an act to preserve the
adventuresome soul of Lara Croft. While we
know what to expect from a technical view-
point (the engine employed is essentially a
slightly enhanced version of the original), it
holds true that each sequel that Core creates
will rely more on its production than its tech-
nology. Sounds good, doesn’t it? ©
page 57
pc cd-rom preview
GR: So how many staff does it take to perform
upkeep on a house of this magnitude?
LC: There is only Winston here full time
because it’s empty so often. There used to be
a housekeeper too, but she kept insisting on
hoovering the lo Commandments out of the
Ark. So 1 had to let her go...
GR: When you leave the mansion, you tend to
end up travelling a lot. Where did you do
most of your adventuring this time around?
LC: Well, 1 started in India but events then led
me on to London, the South Pacific, Area 51 ,
and finally, Antarctica.
GR: How did it compare to previous quests?
LC: The tombs seemed to be lit more subtly,
the baddies were more intelligent and calcu-
lating, the terrain more diverse, the maps
more open, the weather more uncompromis-
ing, and lots more. It was tough, though my
guns looked and sounded a lot better, so that
helped.
GR: Just who pays for this sort of thing? Are
you lecturing at universities to pay the bills?
LC: I funded my own expedition to India by
auctioning those Victorian bedsheets, then
the research company who subsequently
employed me covered the rest of my expens-
es. I can’t imagine Universities wanting me to
encourage their students with my methods;
archeaologists are very attached to their
toothbrushes and trowels...
GR: Any new moves you’ve learned that
you’re proud of?
LC: I’ve mastered a nifty monkey swing and a
crawl. Of particular use has been my sprint
training which has saved me a few times. I’ve
also been driving some new vehicles...
GR: How do you stay in such great shape?
LC: 1 keep fit for travelling by basically doing
just that. But when 1 am at home, 1 just amuse
myself on my assault course. My training is
fairly loose and based strictly on having fun;
shooting, swimming, vaulting... nothing more
scientific than that...
GR: You’ve got some rather natty outfits this
time around. Who designs your adventuring
and formal wear? Any favorite designers?
LC: Various designers have been putting
together my recent outfits; Darren Wakeman,
Pete Duncan, Andy Sandham, Rich Morton...
They do the best line in adventure clothing,
while my more formal wear is generally seen
to by Matt Charlesworth and Mark Hazelton.
GR: Moving on, er, I hope you don’t mind me
asking a personal question...
LC: Go on...
GR: It seems that you’re slightly less well-
endowed in the game this time. Any comment
on the rumored breast reduction?
LC: 1 don’t believe there’s been any polygon
re-shaping done there at all. And 1 imagine I
would be the first person to notice... it’s an
integral part of my balance...
GR: What music are you listening to now?
LC: i was brought up on classical music and as
I only ever listen to music while I’m at home
relaxing, 1 often come back to this. To be hon-
est, it takes a bit of a while to retune from the
sound of gunfire anyhow. 1 do have a liking for
easy listening such as Nine Inch Nails and
Daft Punk which an Aunty of mine is into - but
apart from that, 1 don’t know much about con-
temporary music.
GR: We heard a rumor of a movie...
LC: I’ve heard that too. To be honest. I’m not
worried too much about who would play me...
just so long as they look at ease in a dark
tomb with a rocket launcher in their hands.
GR: Anything you’d like to say to your
American fans?
LC: 1 hope you manage to get through my
third adventure in one piece!
GR: Thank you for your kind hospitality. We
wish you every success in this adventure!
We recently journeyed deep into the English
Countryside fora meeting with Lara herself..
GR (Gamers’ Republic): Looks like you’ve
done a little renovating since the last time we
took a look inside your abode.
LC (Lara Croft): Yes, 1 had the painters and
decorators in for a full revamp recently as the
decor had taken a bit of a battering at the end
of my last adventure... bullet holes in the bed,
blood on the walls, that sort of thing. I also
got some new bedsheets; the last ones were
Victorian. Very impractical. 1 inherited the
house from an aunt, you see, and it had half
the family heirlooms in it. 1 put most of that
into storage a long time ago... they were
rather tame antiques 1 thought. I’ve just made
a few more alterations to the garden too.
Particularly the hedging...
[At this moment, Winston, Lara's family butler,
rattles up and offers tea and crumpets]
GR: Mmmm... Earl Grey. How long have you
been in the service of Miss Croft, Winston?
[Winston mumbles, sucking air noisily down
his windpipe in reply. Then he forts and shuf-
fles away. Lara offers a translation;]
LC: Winston sort of comes with the house.
He’s been rattling about for a fair while now.
by David Hodgson
HTSfant8.^stratPM full of flair and strategie fun!
S lap on a “Kingdoms” suffix to an already
massive RTS system and you’re bound to
create interest in the series, especially as
Kingdoms indulges the other predisposition of
many RTS fan’s interest, the fantasy setting.
And like Blizzard’s success with StarCraft and
WarCraft, Cavedog hopes to emulate this kind
of excitement while keeping the game’s roots
firmly tangled in the Real Time soil.
Although Kingdoms uses the same basic
engine as Total Annihilation, it improves the
detail courtesy of a i6-bit color palette, allow-
ing players to exactly determine where their
troops are standing. The land of Darien seems
a little more solid than before, as you’re not
able to deform the landscapes; the main focus
has been getting the movements of the individ-
ual characters of your forces up to speed.
These troops include not only the usual fan-
tasy fare of skeleton archers and dragon riding
knights, but also the wandering monsters and
appearing characters that add a sense of
uniqueness to each confrontation. Four “ele-
mental” races are able to be chosen, and all
have their own expected strengths and weak-
nesses. Unlike previous stabs at the RTS genre,
there are no materials to mine in Kingdoms, as
you start with a township that already gener-
ates enough money. To expand, you must gain
control of magical stones (placed in areas of
great strategic importance), and then receive
the monetary benefits while fending off enemy
incursions.
Other features include experience for troops
that survive an ongoing campaign scenario and
an attempt to halt “rushing” by an enemy in the
initial stages of the game. This is made possi-
ble by the strengthening of your main base so
that it can withstand all basic attacks and even
fire upon its enemies with arrows. These imple-
mentations, along with subsequent, new units
made available each month after the game
ships and Cavedog’s own online gaming service
(Boneyards) could make Kingdoms fit to sit on
the throne of RTS gaming... 9
pc cd-rom preview | page 58 • developer cavedog • publisher cavedog • available spring *99
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nintendo preview
developer iguana • publisher acclaim • available december
tuok2
by David Hodgson
C ontrary to what you may have read
elsewhere, Turok 2 is definitely not
complete, and certainly not able to be
reviewed in its current form (as of
10/11/98). We’re going the objective route,
and actually waiting for a final game before
we pass judgement on Acclaim’s most
ambitious title to date - especially after
extensive playing of the most recent build
of the game, which, although technically
very impressive, suffered from a number of
shortfalls. The first time gamers are likely
to see this game anywhere near completion
is by playing a sanitized (i.e. non-bloody)
version as part of Acclaim’s massive in-
store marketing. We tore through the demo
and present our findings (note that all the
screenshots are taken from the actual
game demo in progress) below. The results
may surprise you.
Forgetting the lack of blood for a moment
(gushes of crimson gore actually does add
immeasurably to a gaming experience of
this nature), we find Adon waiting patiently
for Joshua Fireseed to tumble through a
warp gate before briefing him on his ensu-
ing mission: to wander the port of Adia, res-
cuing trapped little girls, switching on dis-
tress beacons, and, of course, murdering
numerous reptilian dinosoids with two-
dozen different weapons, some sacred,
some familiar, some futuristic, and all
deadly in the right hands.
Which brings us neatly into the game.
Opting for the fantastic Turok-styie control
(which takes half an hour to perfect, but
then provides marvelous movement) over
the alternative Goldeneye setup, 1 started
my infiltration of the port. From the very
beginning, 1 experienced the single most
annoying problem of the entire game:
slowdown. The sail boat exploding, with
shards flying everywhere, would be excel-
lent to watch had the game not slowed to
10 frames per second when 1 turned slight-
ly to the right. Forgiving this problem for a
second, I ran about the environments in a
general state of satisfaction (the fog,
although heavy, wasn’t quite as dense as
before), and certain areas of the game
experienced decent frame rates and light-
ing without any mist whatsoever. The iner-
tia on the falling was odd (there’s no real
sensation at all), but what really became
my biggest concern with the game was the
chugging frame rates during battles.
Diving into a beautifully rustic outhouse,
complete with axes racked up and tropical
plants draped over the walls, 1 ran into the
path of two green and scaly dinosoids
armed with grenades. Reacting instinctive-
ly, I attempted to strafe to the right, turning
inward and firing at the enemy, and this is
when Turok 2’s bugbear roared out of the
woods. The game stalled, literally, for a
second, before juddering back to life, with
the rest of the fight resembling a series of
J stunning engine
with one mejer m...
...when the eetion heets up,
the freme rete stows it own.
nintendo preview
ndurr 61
Demonstrating some of the impressive (but least
bloody) weapons of the game, swiping at moving
' targets becomes a choice in ordinance selection.
The sheer number of weapons makes loading one
up time consuming. However, the effects are
worth it; check the arrows piercing the sides of the
toppling beast (below), and the burning fire of the
excellent flame thrower (below far right).
rapid-fire photographs from an automatic camera (full of vibrant color
and explosions with cool particle effects, mind you) rather than a
smooth 3D first-person simulation. This severe frame-rate loss only
happened a couple of times, but it was enough to snuff out the believ-
ability of the game. I pray that the finished version of the game loses
this terrible affliction.
Motion on the monsters, although mostly impressive, also suffers
from loss of frames, with the Raptors lolloping towards you without the
smoothness of those in the original game. Couple this with a rapid-fire
weapon and you’ve got yourself another bout of frame skippage.
Okay, so the frame rate isn’t up to par, but the rest of the adventure
had me enjoying the detailed environments immensely, despite some
(you guessed it) lack of vision. There are some genuinely cunning
areas to negotiate, with particular weapons suited to particular envi-
ronments, and a whole load of levers to pull before subsequent areas
are entered - exactly the level layouts I was expecting.
The weapons are a stunning collection of beautifully animated killing
pieces, with the Tek Bow impressing me the most. Stick an arrow into
an advancing creature and it howls, staggering back and clutching an
appropriate area (I’d say there are around five different body parts you
can aim at), then continues its attack with the arrow still embedded in
it! The sniper capability of the Tek Bow still needed a little work, as
there was a couple of occasions where I aimed at a dinosoid up on a
parapet in deep mist, zoomed in and the mist was still as thick. Still
fun to use, though.
Enemy A1 is setting new standards, as lumbering hulks hide behind
boxes and play “chase” with you, running around to the opposite side
of a crate as fast as you try to catch them. However, startle two crea-
tures (especially those without ranged weapons) on the other side of a
narrow door, and they’ll sometimes reach the doorway simultaneous-
ly, stick in their running animation (as they both are unable to fit
through the door), and continue to lope forward into the door sup-
ports. Punt a grenade through the legs of a creature walking away
from you (unaware of your presence), and there’s no reaction (except
when the creature rockets skyward after detonation). More glitches
are to be addressed before the final game appears.
Certainly, the criticism leveled here is harsh, but it is fair and war-
ranted, and needs to be addressed before the game is rushed out,
especially on a title of this caliber. I’ll certainly cover many more of the
game’s better points when a newer version arrives, but for Turok 2 to
succeed, this point needs to be hammered home: Acclaim, please
delay this game until the frame-rate issues are solved. <9
Target acquired! Although you
can*t jump, full movement is pos-
sible when the sniper Tek Bow is
in effect. This adds immeasurably
to the plinth trek of some levels.
' II nil
by Mike Griffin
W hen Twisted Metal 2 hit the market, it didn’t
have any competition. As a sequel, TM2 pro-
vided the basics: A new engine, characters, and vehi-
cles, new play mechanics, and a fresh theme, it was
the pinnacle of vehicular combat on the PS.
Eventually though, the competition arrived.
Activision/Luxoflux provided us with Vigilante 8, a
game that continues to reign as King of Vehicular
Combat, and the new Singletrac/GT effort. Rogue
Trip, is a competent addition to the genre. Now, 989
Studios, minus 77 W's original developers Singletrac,
attempt to secure the coveted number one spot once
again. Twisted Metal 3 will arrive just before the hol-
iday season decked-out in a set of jolly new threads,
bearing violent gifts for the good little boys and girls
anxiously awaiting a sequel.
TM3’s biggest change involves the handling. 989
have opted to virtually transform the series’ physics
model from an arcade-style ‘twitch’ schematic into a
realistic, four-wheel suspension, skid- and drift-sen-
sitive tour de force. This move, in response to V8’s
intense physics model, adds extra meaning to those
vehicle stats we all sift through before deciding on a
character. Thumper, South Central’s last hope, now
leans his cruisin’ pneumatic monster into corners
and the effect of steering such a tub is finally true.
The same goes for long-time favorite Sweet Tooth,
who now digs deep into turns as he delivers manic,
flaming death to all the world. The handling seems
to be going in the right direction (the lamest of puns
not intended), offering a good balance between real-
ism and twitch requirements. 989 have also sup-
plied new vehicle designs, such as the hippie-tastic
tree hugger Flower Power, crazed construction work-
er Auger, and the new tazer-happy flat foot team on
board Outlaw 3. This brings a heavily armed beetle,
a massive drilling rig, and a futuristic cop car into the
fray, joining a Monster truck driven by a golden age
madwoman and a beach buggy piloted by a pyroma-
niac ‘dude’. Ah-ha. It’s good to know 989 is preserv-
ing TM*s patented cast of bizarre contestants.
The brand-new engine is looking great right now.
It’s chucking around loads of explosions with
impressive colored lighting and giant, sweeping
environments, all at 30 fps. Twisted Metal 3 is the
only game designed in the same scope as Vigilante
8 (big vehicles and environment models), and the
characters and weapons have huge potential. I hope
989 can turn this one into another PS classic! ^
playstation preview
developer 989 studios • publisher 989 studios • available fall *98
b
work 1
* by Dave Rees JM
W ith the release of Uprising in 1997, Cyclone were the
first developers to attempt a true 3D RTS game for the
PC, but that fact actually worked against them. The reasons
have less to do with their ability to create great games and more to
do with the difficult task of migrating such an intricate genre from the
familiar world of 2D to the complex and taxing world of 3D. But what
the relatively tiny company learned from their original pioneering
effort has now proved to work for them: Uprising 2: Lead and Destroy
is looking very impressive.
Just after the overthrow of the Imperium in Uprising 1, a somewhat
disorganized alliance was formed to ensure a secure future for
mankind. But a time of reorganization and planning is also
a time of instability and vulnerability. From the shadows, a
fearless race of alien beings that feed on the DNA of other
species, the Trich, were watching with anticipation, waiting
for the right moment to strike. Without warning, they
broke their silence and invaded the alliance. It is you who
are chosen to lead a squadron deep into enemy territory
and relinquish the enemy spawning ground, thus eradicat-
ing their species and saving your own.
While the theme sounds familiar. Cyclone are focusing on
delivering a campaign that is submerged in a highly dra-
matic unfurling of events which should heighten the over-
all experience.
But it is not just the story that will grip players who par- j
take in the game, it is the gameplay: fine-tuned,
intense, volatile, explosive, cataclysmic action strategy. The sort of
action that keeps you on the edge of your seat and causes you to
lose track of time. The sort of strategy that requires cunning maneu-
vers and quick thinking. And, as a generous response to many user
requests. Cyclone have also added new weapons, new net- ^
work modes (including a racing mode!), and created a
new HUD that makes it easy to just pick up and play.
It looks like they are on the right track. @ JBpSf
Combining excellent technology
with a deep story and intense
action. Uprising 2 raises the bar
that it first created in 1997.
meim&m
developer cyclone • publisher 3 D 0 • available fall '98
pc cd-rom preview
PROGRAM INITIATED
LOADING FILES://
The imperium were nothing compared to the
highly evolved Trich. Driven by an insa- >
liable lust, they feed on the foundation ^
of all life - DNA. To stop them, you will
have to use every trick in the book, and M |
is little room for error.
activision previews | page 64
eu/s
ngntinaiv cnatuds
An atmospheric
romp through
Victorian London
provides the back-
drop for Kalisto’s
attempt at a Tomb
Raider-styie expe-
rience, but with
more in the way of
combat, critter dismemberment and a host of frighten-
ing creatures shambling out of the fog. Being a fan of
the original (except for the jumping and limited hori-
zon), I was expecting a little less in the Nintendo game.
However, I was overjoyed to see a faster frame rate,
smooth non-warping, pixel-free textures on the build-
ings, floors and walkways, and all the gore of the origi-
nal. Only the lack of sound hardware has affected the
game, as the threateningly ambient music now sounds
as if it's being played through a $30 Casio synth
instead of a cathedral
organ. Other changes
are the option to remove
the adrenaline bar, and
the fact that some items
only affect certain beast-
ies. Most impressive. 9
vgbnIeS
Clearly one of the best PS titles Activision have ever
produced. Vigilante 8 is the top console vehicular com-
bat game. With awesome play mechanics and realistic
yet arcade-like controls, V8 blazed onto the scene and
immediately seized the spotlight from Twisted Metal 2.
In an attempt to spread the brand name of Vigilante 8,
Activision have commissioned V8*s creators, Luxoflux, to
have an N64 version of the game ready by March ’99.
After an extensive test of a very early version of V8 for
the N64, we’ve come away with the impression that yes,
er split-screen modes
and a Quest Mode for
the secret Alien charac-
ter. The game will also
use the 4-meg pack for
high-res display. Now
about that low frame
rate... ^
Yes, these are PlayStation shots, and yes, they do move fluidly, with little slowdown. This shock-
ingly impressive conversion took our resident Quake II clan members by surprise, as did the lack of
pixelly wall and floor textures up close, the smooth frame rate and the two-player Deathmatch
aspect, which was fully implemented in the one-level sample build we played for around an hour.
Expect 20-30 PlayStation-exclusive levels and half-a-dozen Deathmatch-specific levels when the
game finally gets a release.
Additionally, id are finally getting their act together and helping out (they call it “directing”) with
the port-over (presumably after seeing the state of Saturn Doom), as well as toying with the idea of
adding new weapons from the PC Quake's duo of mission packs. One thing’s for sure: the particle
effects (although slightly blocky) and the lighting both add a previously unseen level of detail for a
PlayStation first-person shooter, if the rest of this superb conversion of the king of
first-person shooting games looks this good, we’ll have an almost perfect game
here. Almost? Yep, there’s one small shortcoming - no link-cable play is planned. 9
quateZ
I
I
i
For ordering Information check out our website at
(A)(A><A>.
.CO<V>
or call 1-888-330-7525
Coming soon to a retail store near you!
©1998 Second Generation Research Laboratories, Ltd. All rights reserved. SGRL, SGRL logo,
Titans Sphere, Titans Sphere Logo and "... control the game ..." are registered trademarks of SGRL, Ltd.
Take on a triad of evil
gods in Akolyte, another
stab at the 3D action
adventure made popular
by the bouncing Croft
woman. This time, howev-
er, skin-tight vest tops are
discarded in favor of flow-
ing pantaloons and mas-
sive two-handed weapon-
ry, sort of a cross between
Prince of Persia and Heretic 2. In the
increasingly crowded genre, Akolyte
offers over 50 monsters and non-player
characters populating over 25 mystical
zones of questing. Four different
adventurers are available, and a full
complement of spells and sharp, pointy
melee weapons are promised. Also of
note are the “years of research” (according to the press release) undergone
to flesh out a storyline that borrows from Greek, Norse, Egyptian and
Chinese folklore and mythology to create an amalgam of cultures, which is
readily apparent in the scenery. Other noteworthy features include “bones”
technology, and no, this doesn’t feature DeForest Kelley grumbling, but
instead allows dynamic deforming of the character’s limbs while maintaining
low animation sizes and fluid motion without the infamous ‘moonwalk’ that
afflicts other games of this ilk. Overall,
extremely promising. *9
page 66
Every now and then, a
straightforward, mindless
shooter is just what the
doctor ordered. Assault:
Retribution from Midway
tries to be just such a
game, combing elements
of the classic Contra series
with those of more recent
titles such as ASC’s One.
Players will get to
choose from one of two
characters. First, there’s the
character model bears a vague resemblance to Robocop. Then there’s the
requisite female, Kelly Doyle, who in turn resembles a Stormtrooper without
a helmet.
Truly an amalgam of the aforementioned titles, the view in Assault:
Retribution switches from your standard side view to more dynamic overhead
and isometric perspectives. In true Contra fashion, your characters can aim
up or down while running to take out nasties above and below. And are there
ever a lot of nasties in this game, all with the same sort of bio-mechanical
look that graced Konami’s seminal series.
For either one or two players, AR does its best to keep the action moving
along, and it is indeed truly mindless. In our preview copy, you basically never
stop shooting. We’ll just have to see if the high action quotient will be enough
to hold a player’s inter-
est through the entire
game.
SHOBO
DEVELOPER: MONOLITH PUOLISHEO: MONOLITH AVAILABLE: NOVEMBER
Despite the overall Japanese anime style and stomping mech combat, Sbogo is from home grown talent set
to appeal to more than just the irresponsible pictures crowd. The reason is simple: it’s an absolute blast to
play, features some of the most impressive lighting and explo-
sions outside of Unreal, continuously thrusts you into Quake
2-style environments either on foot or in the cockpit of a
gigantic mech, and forces you to react to dozens of enemy
footsoldiers, tanks and mobile battle suits amid breathtaking
pyrotechnic displays. We’ve romped though a complete ver-
sion of the game, but the title is so impressive that we’re sav-
ing the full review for next issue. Despite some problems with
the “witty banter” of the game’s characters, Shogo delivers a
marvelously fresh and new style of first-person gaming, more
than successfully taking the winning formula of Quake 2 and
adding towering mechs to a 3D graphics engine that just does-
n’t know when to stop being impressive. ^
L|j §} With the popularity
% 5 behind Ultima Online and
2 ^ the building excitement
S following EverQuest, it’s
^ g hard not to notice the lat-
Qg ^ est fad in PC gaming:
^ real-time internet RPGs.
^ ^ And now French develop-
^ ers Delphine, the minds
g behind Fade to Black and
Sj Moto Racer, are jumping
intn tho miv lA/ith __
^ Darkstone. But in the attempt
S to differentiate their latest
g release from the competition,
S players can expect the online
S quest to be accompanied by a
S strong single-player mode as
S well - which the PlayStation
version will surely be based
on. Delphine is also promoting
the facts that each time you
play you’ll face a unique mis-
sion, thanks to their random Quest Generator; that the game gives you tull
camera control at all times; and best of all, you’ll be able to control two char-
acters at once. Yeah, we don’t know what the hell that means either. Well, I
guess we’ll see early next year. Q
§1
It’s rare that you can describe
a game as beautiful - maybe
realistic, with awesome acceler-
ated graphics, but rarely beauti-
ful. But that’s what Outcast is;
it’s probably the most graphi-
cally gorgeous game I’ve seen
in a long time. This non-linear
action adventure revolves
around Cutter Slade, a covert
ops commander. Cutter must prevent the destruction of Earth by an out-
of-control scientific experiment. Outcast features six unique worlds, a 360-
degree camera, over 20 character types, and is completely non-linear, giv-
ing near-limitless exploration of the stunning environments. The anima-
tion techniques used give a very realistic feel - the game’s engine actual-
ly allows the blending of two motion-capture sequences onto a single
character, which provides simultaneous moves such as running and shoot-
ing. The 3D effects are achieved in software, so amazingly that you won’t
even need a 3D accelerator card; however, the engine adapts to the power
of your PC, so a more pumped up PC will give better graphic representa-
tion. But as we know, looks aren’t everything - it’s gameplay that counts.
Thanks to advanced Ai, each character has its own personality, meaning
that if you go firing your weapon at will, don’t think everyone will run
away...the braver ones will come right for you. With the way it’s looking so
far, with the depth of gameplay, superlative AI and cinematic feel, Outcast
could set the new standard for
PC
Asteroids. Not another mete-
or-infested movie starring a
balding egomaniac, but a video
game harking back to the earli-
est and purest days of video
gaming itself, back when vec-
tored graphics looked stunning,
and flashy visuals weren’t able
to mask substandard product.
Now Activision, after granting
PlayStation owners their very
own collection of Atari 2600 classics, has
attempted an updated version of Asteroids.
The name remains the same (as does the
gameplay, still one screen big), but the
graphics certainly do not, changing to
detailed polygon models of icebergs float-
ing in space and rocks of granite gracefully
spinning through the cosmos.
After twenty or so levels of this old-school action, one becomes dazed,
entering a period of intense gaming so prevalent back in the day. For all the
lighting effects in the world aren’t going to change the premise of the game
(blow large asteroids into smaller chunks while dodging them), which
remains as addicting as ever. A few new touches (such as resolidifying aster-
oids) and those pesky aliens round off the this heady vintage. We’ll toast the
success of this in the next issue, after many more levels of testing. ^
The updated Frogger was
a fairly big hit for Hasbro, so
it is no surprise to see anoth-
er arcade classic getting the
3D treatment. This time
around, the seminal
Centipede receives the polyg-
onal infusion.
Two modes of play will be
on tap for would-be extermi-
nators: Arcade and
Adventure. Arcade mode basically
re-creates the
Considering
the make-overs some
have
the new
looks have
from some
effects some
The Adventure mode, on the other
hand, is more noteworthy, as it takes the classic’s gameplay and throws it into
a 3D landscape of sorts. Dropping Into each new zone, you’ll perform tasks
such as rescuing people and protecting structures while a centipede makes
its way down through the mushrooms. You can jump and collect powerups,
just like in a 3D platformer, but the action remains very much tied to the first
game. But it’s not exactly a free-roaming environment, as you are basically
V trapped within little mini areas that you
must clear out of enemies before moving
PS and pc versions are forthcoming,
though we were only privy to an 80% PC
build. But I doubt that the PS incarnation
suffer even the face an accelera-
tor a game
on
platform. ^
UJ
NINTENDO^
PlayStation ■Dreamcast
W 1 lU
■ II 1
all-format previews
pago 68
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1 II ■!
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3
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i
After some TGS playtest-
ing, we came away very
impressed with Namco’s
delayed high-octane racing
fest, and this was in the light
of the graphical dazzlement
experienced from Sega Roily.
Think Gran Turismo with even
more bells and whistles and
you’re on your way to realiz-
ing the visual punch that RR4
delivers. Replays are actually more
impressive than Gran Turismo’s, with
cars in high resolution (complete with
an overabundance of reflections) but
with extra effects like working front and
rear lights (the rear lights in particular
leave tracer effects, giving a real sense
of speed). As you can see, the scenery
is pure Ridge Racer, as is the gaming.
Choose from Grip (if you always brake at corners) or Drift (if you’re in the
business of powersliding), and after additional coaching from a manager,
start those engines and rocket around lengthy courses set in a perfect learn-
ing curve. Finally, the Republic is thankful that the intense techno is back,
allowing the maximum racing speeds to be reached with frenetic dance-
beats ideally suited to the
RR senes. @
m
8?
oc g
You could call
Roadsters ’98 a sequel
of sorts to Titus’ better-
than-average-looking
Lamborghini. It’s by the
same team and it
shares parts of that par-
ticular game’s engine. It
does not, however,
share the license, or
any license for that
matter. Roadsters fea-
tures a bevy of convincing look-alikes, which promotes the sense of a partic-
ular car without Titus having to deal with a load of legal wrangling and licens-
ing fees. The roster of impostors shown to us in preview form included well-
modeled simulacrums ofVipers, Renault Spyders, Mercedes SLKs, and Ferrari
F355S. The all-important courses were looking pretty good as well, with nice
weather effects and often-vibrant scenery. Draw-in was kept to a respectable
minimum with fog leading the charge in this regard.
Unfortunately, the control was not yet up to spec and gauging the poten-
tial for greatness proved difficult. Mainly, the cars were way too responsive
with regards to control-stick movements and it was all too easy to get crossed
up in the corners. Let’s hope a lot of tweaking goes on in the handling depart-
ment. Also, reverse was in a ridiculous position - the D-pad - but we were
assured that this and other small problems would be rectified.
When finished. Roadsters ’98 should prove to be at least as good as Titus’
last effort and maybe even a whole lot better. A good spit and polish is all it
needs.
Ah, the “Spirit of
Christmas” episode
must be the most
infamous so far.
You know, the one
where Cartman
says, "Pigf@#$er"
in front of Jesus.
That’s right, folks,
those four angelic
little boys from
South Park are
landing on the N64 sometime soon. They have made the transition between
“2-D Moomin” land to “3-D Fat Bloke” land as they waddle around being
obnoxious to everyone. It seems as though the mighty Nintendo might have
a problem with some of the mature content of the game, because let’s face
it -the TV show is
hardly suitable for
youngsters. This
said, it will be
interesting to see
how the content
of the N64 version
stands up to that
of the more
relaxed attitude of
Sony and the PC
market. ££
CM ^
Q SE
s ^
4 -
Here’s a bowling game the
kids out there are sure to love.
ASC’s popular Ten Pin has been
transformed into Animaniacs
Ten Pin Alley and features a
cast of regulars from Warner’s
hit animated show; Yakko, Dof,
Wakko, Dr. S, Ralph, CEO, and
Brain are all immediately selec-
table characters. And judging
by the animated intro, the wry
and self-referential sense of humor that
is such a hallmark of the series has been
kept intact. When one of the Animaniacs
asks, “What’s 3D?” the other replies,
“Digitally developed for dollars.”
Obviously designed with kids in mind,
a few tweaks have been implemented to
allow tiny brains to come to grips with
bowling. For example, gutters can be
turned off and replaced by bumpers, so no more embarrassing gutter balls for
the little ones. You’ll also see some wacky FMV cut scenes depicting certain
pin strikes.
it remains to be seen though just how many young Animaniacs fans are
also bowling fans, or rather, video game bowling fans. And we’ll have to wait
for a final to see if the Animaniacs Ten Pin Alley can deliver the goods across
all age groups,
developer reality bites • publisher gt interactive • available fall ’98
I \
oo oo
o o o
oo oo oo o ooo
oo - - _
o o ooo oo oo e
o oo o o
T he power of vengeance is ominous. It can
drive a well-balanced mind to the fringes of
lunacy, make a murderer of a saint, or stain the
purest of souls. But what happens when a char-
acter of wicked predisposition - a sleuthing trick-
ster, battle-worn gladiator, or powerful sorcerer -
falls under such a chaotic state of mind? If Reality
Bytes’ upcoming game. Dark Vengeance, is any
indication, then the answer would surely include
words such as “catastrophic,” “murder,” and
pc cd-rom feature
tational style was far more advanced than any-
thing previously seen. Unfortunately, the mar-
keting of Sensory Overload was understated, and
the game soon fell victim to the long shadow of
Bungle’s superior effort. Marathon.
As pioneers. Reality Bytes were early to jump
onto the PC bandwagon when Windows ’95 was
introduced. They soon began to develop Havoc,
a 3D vehicular combat game for Mac and PC,
which eventually became the foundation for Dark
The lurid appeal of Dark Vengeance is “decimation.” Truly dark in its presentation, the Vengeance's engine. The Havoc engine rendered
realized through its dimly lit environs game answers that question in full, and perhaps its real-time world entirely of 3D polygons. It
and foreboding ambience.
allows us to exploit the effect that used pure client servers that allowed jump-ins
and voyeurs. For its time, these features were on
the bleeding edge, and the product to this day
has sold over one million units worldwide. But
the development of Havoc was under time con-
straints, and thus, rushed in the end. Reality
Bytes were not quite satisfied.
The development of Dark Vengeance literally
began days after Havoc shipped towards the end
of ’95 and has been a serious labor of love for the
company to this day. Early encouragement came
naturally as the company showed off their 3D
prowess to the press and various publishers, and
such an altered state might have on
our own mind. But before we discuss
the game further, a dip into the his-
tory of its purveyors is necessary.
Reality Bytes’ first game, Sensory
Overload, was released at a time
when Doom was the most talked
about PC game in the world, but on
the struggling Macintosh, the FPS
market was wide open. Being the
first FPS adventure to push the
Mac’s 32-bit hardware, its represen-
100 «
too#
100^
The illuminating effects are a mesmer-
izing testament to the fine skills that
exist at Reality Bytes.
■■
■
■
II
1
■■■■■
■■■■■
iin
IBB
1
■■
■■
III
soon enough, GT Interactive picked it up. But in
1995, technology was still in a state of infancy;
today’s technology is much more forgiving.
Reality Bytes’ goal with Dark Vengeance is
one shared among many developers: to bring a
new type of experience to the third-person-
perspective adventure. By incorporating three
completely unique character types - the trick-
ster, sorcerer, and gladiator - with completely
unique weapons and abilities, and a physics
model that properly differentiates objects
based on mass, they have managed to accom-
plish their goals in theory; execution, however,
is another matter.
As an experiment in gaming from the third
person. Tomb Raider easily managed to make
believers of us all, even with its now-glaring
faults. But perhaps what had us turning away
from TR's low points was its pace: intentionally
slow-moving, the game exuded more moments
of drama and exploration than it did action.
However, the discovery of items, solving of
puzzles and climbing of obstacles are all sec-
ondary to the slaying of enemies in Dark
Vengeance. Thus, with an unavoidable resem-
blance to the likes of Heretic 2, issues such as
line of sight and aiming both become key.
Reality Bytes have devised an auto-targeting
system that takes care of this potential threat
to its playability. A cursor that normally depicts
your line of sight will lock onto enemies when
within proper proximity, and any projectile,
spell, or slash will greet your foe with accuracy.
But, depending on which character you play as,
there are significant variances in the experi-
ence.
With three distinctive characters to select
from. Reality Bytes’ most demanding challenge
was in the delicate balancing of the characters
- not only in the weapons they employ, spells
they cast and abilities they have, but also the
jumping dexterity, overall quickness, health
I
1
pc cd-rom feature
page 70
page 71
pc cd-rom feature
and constitution, and even how inertia affects
progress when running and turning. The trick-
ster is a tough wench, armed with stealth and a
cunning arsenal of blades and bizarre weapon-
ry. The Gladiator is a hulking mass, fast and
durable and ever so experienced at slicing and
dicing those who impede his progress. The sor-
cerer is frail and slow, and thus must rely on the
conjuring of various spells to defeat his ene-
mies from long range. And as he runs away,
leaving a few stun runes in his wake will keep
A horde of vicious goblins and orc-like beasts are
your first adversaries. Use your skills wisely -
their IQ is a bit higher than that of your average
Quake thug. Avoid the arrows at all costs, or
become a human pin<ushion and die painfully.
For deathmatch purposes. Reality Bytes have
created a collage of weapons and items that can
be used in combination to provide for some awe-
some, entertaining strategies. For example,
using the invincibility in tandem with the
Trickster’s sticky bombs creates an intelligent
remote-control bomb! The Gladiator can use the
Stomp Unique to stun opponents while his team-
mates hack them to pieces! Truly satisfying, and
well thought out, this type of play is tough to pull
off, but worth the effort.
The preview version of Dark Vengeance is but
a small sampling of what is to come, but it
already has a very solid engine that emanates
some exceptional lighting and particle effects
and never loses a single frame in the process.
However, the game controls are a bit stiff, partic-
ularly because of the omission of mouse-driven
controls, but this issue is definitely being
addressed.
him safe from particularly agile attackers. The
goal herein was to differentiate the characters
enough to warrant replay value, to cause play-
ers to wonder how they might solve a puzzle
or get through an area with a different charac-
ter. Some enemies fly, which would be tougher
for the hand-to-hand combat. Some are fast
and very tough to avoid. Some even use crates
or barrels to block long range attacks. Others,
like the highly imaginative stained-glass-win-
dow knights, surprise you as they piece
together in front of your very eyes, leaving you
no choice but to fight.
But while all.three characters have their
own innate style of combat, how fast they
move, how far they jump, and the items that
they carry (dubbed “Uniques”) are also parts
of the equation. In addition, each has his own
back story, his own reason for journeying
through the game. All have the same goal of
finding the evil menace that caused the
eclipse that now plagues their homeland.
Incendiary mist spews from rigged
walls, enemies catch fire and burn to
death before they reach you.
page 72
—
1
1
• developer konami
• publisher konami • available January *99 E
J
.411
nintendo 64 feature
029O0
S chneider forms the sign of the cross across his
chest in hope that the evil lurking in the ominous
forest before him will be tamed. It is a fitting opening
to the newest Castlevania adventure, a curious
metaphor for a game that, for the first time in its
immortal history, is being ripped away from its 2D
roots and transplanted into the threatening unknown
■ the third dimension. The evil that awaits this newest
Castlevania is the limited artistic scope imposed by
current 3D console technology. Ask any passionate
fan of the series just how suitable polygons are for a
Castlevania, and Invariably you’ll get the answer
tinged with an air of vitriol: Castlevania belongs In 2D,
and that’s indisputable fact.
00 !
■5.
y
At least it was until now. If, like me, you are one of
the skeptics, prepare for a pleasant surprise:
Castlevania 64 is not only a great game in the making
but, even in Its extremely early condition, remarkably
true to the soaring spirit of the series. From the
moment the opening cinema of the game - a distant
shot of the castle grounds shrouded in a blanket of
mist - dissolves to the young female character, Carrie,
passionately playing a beautiful piece on a viola, an
evocative Castlevania atmosphere is awakened.
This setup to the game is in fact quite telling: There
Is an immediate sense of uncompromising style and
poignancy, the technically impressive music and
polygonal character and backdrop a strong indication
of a compelling journey to come.
And so the journey begins at an iron gate in front of Count Dracula’s sprawling castle grounds. The setting
is a marvelous fusion of bleak artistic style and technical prowess: detailed textures form sheer cliffs and
crumbling bridges and tombs, the stormy sky flashes with lightning dancing between multiple layers of
clouds and fog. It’s a fantastic scene, one of many to follow.
Soon the scene moves inside a capacious, antiquated building and eventually back outside into the yard of
a mansion located on the rim of the castle yards. As each setting changes and we move deeper toward the
dwellings of Dracula, there remains a unifying, decadent quality to the solemn visuals: impressive gothic art-
work adorns the cracked, weathered walls; statues rest on grand. Intricate iron fences and elegant fountains.
'-TATtn eooc
OOOD
^TAT»< 600B
T he construction of the castle is exceptional in that
there is a feeling of a contiguous world, a place
that we believe in and never feel separated from.
Credit part of this to the great visual presence, but also
to the inventive level design. Each area requires deep
exploration and backtracking, and there are many
points that are interconnected; the feeling of actually
navigating an enormous castle estate is compelling.
Some familiar, some entirely new, the servants crawl-
ing through Dracula’s kingdom are an awesome variety
of skeletons, ghosts, bats, and demons that take their
expected place within the threatening confines of the
ancient castle. To dispose of them, the familiar long-
and short-range attacks can be made with a basic snap
of a whip - when using Schneider - or magical projectile
- when using Carrie, and when in close proximity, both
characters employ a quick swipe of a sharp weapon.
When approaching an enemy, a small target appears
on it, which slightly draws the weapon in the creature’s
direction. This dispels the frustration inherent in a 3D
combat stage, making the disposal of a foe fairly
smooth and intuitive.
In what is obligatory in a Castlevania adventure,
destroying torches reveals various objects to aid in the
quest; here, gems replace the hearts, and items and
other weapons such as knives, crosses and spears are
gathered and stockpiled in an items menu. Unlike
Dracula X on Playstation, Castlevania 64 does not focus
on RPG elements, and most items collected are solely
for transient powerups and access to sealed areas;
action and exploration are the game’s primary mechan-
ic - and, of course, platforming. Intense, focused, and
<^TATVS GOOD
GOID 00000
nintendo 64 feature
OOOD
deeply engaging, the platforming elements are anoth-
er towering achievement propelling the game towards
potential greatness.
Belying the inauspicious sound trend established
by so many Nintendo 64 games, Castlevania 64 is gen-
erating ambient touches and background music that,
like its predecessors, is invaluable to the rich atmos-
phere of the game. Sounds of thunder, howling dogs
and swirling winds bring an eerie force to the already
piercing presence of gloom in the opening stages of
the game, and matched with a cold, distant layer of
music, the chilling mood moves in and settles over
the game like a thick, lingering fog.
‘TTATlt?: GOOD
T he original Ze/c/£7, Super Metroid, Mario and DroculaX - these are the
video game masterpieces. To successfully continue with series that
mean so much to gamers is inherently a difficult endeavor, a struggle with
forces of nostalgia, evolving technology, and the
- r P’Jsh for change. When Mario 64 was first announced,
we scoffed at the idea of the beloved plumber shed-
ding his sprites and squeezing into a restrictive mold of
polygons and textures; here was a masterpiece in
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to order, call: 1.800.691.7886 miLLENNIUm
no’s a lean, green fi
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® ® ® (§) ® ® (3) © © (o) © © @
page 77 I reviews index
P ar for the course with the holidays just
around the corner, this month’s reviews sec-
tion is packed with over 35 games! The best news
is that there’s a lot more good than bad to
choose from this season as well as a few pleas-
ant surprises such as Destrega and Guilty Gear.
RPG and action RPG fans alike have a lot to cele-
brate with Brave Fencer, Xenogears, and Zelda,
and action fans will feast on Metal Gear Solid,
Wild 9, and Crash 3!
h
[A+ to A] Games in this bracket are the indubitable cream of the crop. They feature the very best in visu-
al presentation, and are excellent in both initial and long term playability. The very best video game of its
type, worthy of every gamer’s undivided attention. Example: Medievil
[
[A- to B] Games in this bracket are excellent, solid and highly playable pieces of software, although they
lack minor polish to become truly outstanding. Slight graphical glitching coupled with a marginally dis-
appointing ending may mar an otherwise exalted release. Example: F-Zero X
[B- to C] Games in this bracket are generally very good, but may have one or more flaws. A a game receiv-
ing a B- may be a great game that’s just too short or has irritating music, while a C may have these same
problems and a couple more. Very good to average entertainment. Example: Iggy’s Reckin’ Balls
[C- to D] Games in this bracket require serious help in two or more areas. Perhaps the control responds
__ horribly and the characters animate poorly. Although a game of this caliber may have had a great initial
concept, it was never fully realized in the final stages of design. Example: Mission Impossible
h
[D- to F] Very rarely will you come across a game of this lack of quality. A complete dearth of vision, a
determination to remove any semblance of gameplay or fun, and particular attention made to use none
of the most rudimentary of the system’s proprietary tools. Example: Batman & Robin
5th Element ;
^ f r ■
IJ c*
Bomberman World i
Bushido Blade
Brave Fencer
i ^ B*
Brigandine
Bug’sLife ^ ;
Cool Boarders 3 ‘
Crash 3
Destrega
Dragonseeds
4*4' BiF '
1 c*
1 Duke nukem:TTK
I s i C+ ■
1 Guilty GEAR
1 i B #
1 Hedz
Ti'c*
1 Kagero
j ■? c+
1 Lucky Luke
t ? c+
1 Metal Gear Solid
■ Ai
1 Mr. Domino
B
1 NBA Live ’99
■1 } B
1 NHL’99-PC
:l } A\
1 NHLFaceoff’99
1 ? B+
1 Ninia
d 1 B-
1 ODT
it i 0+
1 Pool Hustler
c+
1 ProBoarder
B
1 PSYBADEK
C
1 Quake 2 MP 2
B-
1 Running Wild
C
Sentinel Returns
B-
Small Soldiers
D+
Streak
C+
Test Drive 5
c\B:
Virtual Pool
B
Wild 9
Xenogears
A-
VR Baseball 2000
B
Zelda OOT
A
1. Games marked in F£D are highly recom-
mended for your gaming collection.
2 . Games marked in BLUE should be avoided
completely.
[Subject to the reviewer*s personal prefer-
ences, it can be generally accepted that any
game scoring a Bor higher is a great way to
spend your gaming evening. Games scoring
a low D or F should be microwaved for three
seconds and returned.]
mi imii
playstation review
page 78
Sguare masteiy at workin a 3d ath/enture universe!
Experience Vie sege of Vie Breve Fencer...
S aturday Morning voice over in tow, Brave Fencer Musashi is making
its American debut this December. I find myself in an awkward posi-
tion, having to siphon through a dubious dub to expose the true genius
behind a game I've been waiting many years for Square to make. A plat-
form and action/role-playing junkie. I’ve been spouting off about a
Square game like Brave Fencer for years. And just as I thought. Square
have immense skills in this area. Musashi is one of the coolest charac-
ters ever (save the Saturday morning charm) and the game is sculpted
masterfully, building constantly and consistently in intensity and playa-
bility. After a brief tryst with the import version, I knew that waiting for
the U.S. version was inevitable, and so I’ve been staring at the import
CD case and listening to bits of the soundtrack since August. So it is
with much angst that I approach this review. I must confess that initial-
ly, hearing the play-on-Shakespeare-meets-Valley-Girl dialogue - "Little
turd, calmeth down. We doth have a request for thee! " - made me want
to fall on my sword, but 12 hours or so into the game
I came to understand and appreciate why the
producers chose this path for young
Musashi. The game is obviously
poised for mainstream suc-
cess, with dialogue fit
for a kid, and game-
play fit for a king.
Either way you
slice it, BFM
is an
inspired,
multi
faceted game wil
ample doses of tradition-
al Square magic. The first thing you’ll notice, following the live action
opening cinema, is how different Square’s priorities are in terms of 3D
polygonal action; where other companies (and usually reviewers) find
fault. Square place little emphasis. Collision detection, for instance, is
minimally adhered to by Square. It’s as if you’re playing in and around
"soft" polygons, as Musashi can sink his body halfway Into just about
anything around him - characters, logs, rocks, you name it. They’ll let
you slide behind a thin door and witness as our hero pops Into view
behind it. It’s as If they’re saying, "Hey, it’s a game, why are you doing
that?" Instead, the emphasis Is placed on gargantuan polygonal struc-
tures and environments, an overall feeling of immersion, and a deep
interactive storyline. If you read this before you begin playing BFM,
you’ll undoubtedly question my opinions as you begin to play, as ini-
tially, Musashi’s tasks are menial and highly contrived. At
the adventure’s commencement, the first
tasks you’re dealt merely serve as a
live example of how the game is to
be played. Once you’ve complet-
ed the Steamwood portion of the
game, events become
adds a sense of time to the quest. For exam-
ple, late at night people won’t answer their
doors and only the Inn remains open.
Musashi grows sleepy as well, but rather
than checking into the Inn he can sleep any-
where, anytime. Another praiseworthy
gameplay trait is the Assimilation technique,
which plays a key role in the game.
Launching the Fusion blade into any enemy
allows Musashi to absorb their special
power. Most often, if you find yourself stuck.
Assimilation is the key. And finally, (well not
really, 1 could write a novel about this game)
I must loudly sing praise to one of the best-
ever Square soundtracks. 1 know that’s say-
ing an awful lot, but it’s that good. In the
end. Brave Fencer Musashi breaks new
ground for Square and provides the discern-
ing action/role-playing gamer with the most
notable quest since the original LandStalker.
Square have shown beyond the shadow of a
doubt that they possess legendary skills in
all walks of gaming, f
more
momentous and challenging. 1
know that’s hard to believe
when you’re in a village named
Grillin’ ruled by Emperor
Thirstquencher in the
Allucaneet empire, but trust me,
the overemphasized gaiety,
while indeed a distraction for
anyone over 12 , doesn’t ruin
^ the game. Brave Fencer
EjP • Musashi grows on you steadi-
T ^ ly as you progress and eventually
look beyond these mistakes. One of the
many elements that elevates BFM to "A"
level status is the real-time aspects of the
gameplay. The ability to sleep in front of a
shop or dwelling until morning (or it opens)
Epic boss encounters compliment each chapter’s conclusion.
Multiple attacks require skill and wits to overcome. Old-school
pattern fighting and skilled weapon deployment merge into
play.
■ CHeeSV BUT bood iuterbctive storv
■ mRmrioTH EnviRonmEitrs t bluer befbre vbu
■ EBB STB nr LJEBPBB BBO TEEM UPBRBBES KEEP IT REBL
■ BBE BP THE BEST SOUBOTRBEKS THIS VEBR
THE SQUARE GAME I’VE BEEN WAITING FOR! BRAVE FENCER DELIVERS A SQUARE-
SIZED EPIC IN AN ACTION/PLATFORM MEETS ROLE PLAYING PACKAGE! OH YEAH!
playstation review
playstation review
page 80
developer lightweight • publisher squaresoft • available now
■ HERVV FOB: m TORO. HI6HLV DEW! LED EHHRHETERS
■ LOROS OF SEERET EHRRRETERS TO FIDO RIBHT RLJRV
■ TO TOLL V SRTISFVlOB BOTTLES V.S. EPO R.l. OR HUFIRO
■ EREELLEOT EOOTROLS ROD RLOESOPIE EOLLISlOO
o#oo
bushUo Uade 2
A lthough Bushido Blade 2 is brand spanking new
to most of you, I’ve been enjoying the Japanese
version for many months now. Through all this time, I
still I haven’t tired of BB2. Its fantastic weapon-based
combat system is currently unmatched across all for-
mats, and the characters and their accompanying sto-
ryline continue to have a solid appeal. This U.S. ver-
sion should be hitting the shelves soon, and I urge
fans of the original BB to pick up a copy as soon as
possible. You’ll like it - trust me. If you’re new to the
whole Bushido Blade formula, however, read on to
discover the many high points of this fine sequel.
First up, there’s the weapon-combat gameplay.
Each of the six weapons performs exactly as it should.
by Mike Griffin
with weight, technique, and timing that reflect traditional, real-life combat situations. The
collision too is a painstakingly accurate marvel to behold. Fight a viscous Naginata warrior
using a tiny Saber and you’ll have to find a combination of parries that will push you
through the defense afforded by such a long weapon. On the other hand, many characters
are able to wield two weapons simultaneously-an incredible offensive onslaught. Match up
a pair of these gifted fighters and you’ll witness a spectacle of wild clashes and counters so
brutal, so undeniably violent, that all other weapon-based fighters pale in comparison.
Bushido Blade 2 Immediately receives a passing grade because of its dedicated weapons
combat, and thanks to its relatively simple, responsive control system, it goes much, much
further. One hit kills have never felt so legit.
Other pluses include the Story mode, which offers several paths and hidden characters
everywhere you go. The English dubbing during the real-time cut scenes is mostly bad, but
the plotline is still very cool. Also, the characters look great, the music is very good, and the
many play modes keep up the interest-alone or with friends. A warning to BB veterans,
though: There are only two attack buttons now and a stance change, and the free-roaming
levels are all enclosed. I miss the huge loading environments, but the gameplay is so much
faster and accurate that I must accept it. Hey, at least they didn’t add life bars! Enjoy! ^
Most gamers checked-out the original BB for its free-roaming environments.
In BB2, THE FIGHTING’S SO SOLID YOU COULD PLAY IT WITH NO BACKGROUNDS AT ALL.
=fcLV=
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■ THE 1B0X FHCTOR KEEPS THE BHT^E EHHLLEnEI/IB
■ mmnTHins the oREHmv visurls of the series
■ OlVERSITV m BHTOEPLHV IS HIBHER THHH EVER
■ THE tmax FHETOR KEEPS THE BOmE EHOLLEflBHIB
So YOU WANT TO CHECK UP ON CRASH’S LATEST ADVENTURE? YoU BETTER HURRY -IT MAY
BE HIS LAST OUTING ON THE PLAYSTATION (TODAY’S PLAYSTATION THAT IS)!
developer naughty dog • publisher sony • available november ’98
playstation review
E ven with its exceptionally modern appeal, the Crash Bandicoot series has cer-
tainly done well to keep us in touch with the origins of platform gaming. With
record-breaking sales, it has been a tremendous success since its inception. This
fact has left the door wide open for Naughty Dog and provided them with a
tremendous opportunity to build upon the game’s simplistic yet endearing game-
play without too much concern for technology. But experimenting with a widely
accepted formula was evidently a bit too risky an experiment for Sony. Crash
Bandicoot 3: Warped is the third, and perhaps final, episode in the series, and it
Is still by far one of the best looking games to ever grace the PlayStation (beaten
only by its closest of kin. Crash 2). It represents a strong technical improvement,
but the level and character design,
^ and most
portantly, feel of the
series remain well Intact.
The third chapter takes Crash to a new world of sights and sounds, but when
playing the game, you’ll feel right at home. Crash soars through a sun-struck sky
in a bi-plane, disintegrates chickens with an apple-slinging bazooka, torpedoes
sharks while scuba-diving through a ferocious coral reef, hops across mummy-
infested Egyptian catacombs, and traverses a hazardous, futuristic city, dancing
with neon lights and searing laser beams. His sister. Coco, crashes waves on a Jet
Ski, skims the Great Wall of China while mounted upon a tiger cub, and wages
battle against a Goliath mech boss that launches into space and transforms into
a huge dreadnought; the battle that ensues is a blatant, but successful, rip-off of
StarFox 64. Both characters must also return to their stomping grounds many
times to find all of the gems, crystals and the new relics, which must be earned
^ by sprinting through levels and beating
■ _ the top time. Such crazy antics could
a t ‘ j^TTTT II \\ never feel out of place in Crash’s world.
5 f I l> Ambitious, beautiful but a bit too
-H- ' familiar. Crash 3 remains a strong trib-
ute to its origins. Crash will surely be
i back someday.- @
playstation review
developer omega force • publisher koei • available now
W A BREATH OF FRESH AIR
y ' I ast month, the quiet arrival of a
^ ^ I L Destrega preview disc was an
- ' awesome surprise. I was immedi-
ately blown away by the explosive
gameplay, and it became my game of
the month by the next day. Weeks of versus battle
ensued. Now I’m playing the final version and loving
every minute of it. Destrega is a shockingly fun game.
The play mechanics are accessible and addictive in
an instant, packed with loads of offensive variety and
room for unlimited amounts of creativity on the play-
er’s part. Despite the fact that it’s the first and only
game of Its kind, Destrega excels in so many funda-
mental areas. Indeed, Omega Force and Koei have
taken a bold step forward. Destrega marks a new era
in free-roaming 3D fighters, and possibly the birth-
place of a sub-genre.
DRIVEN BY A DEEP STORY
With an intense Story Mode, Destrega's plot plays
, a key role in the game’s appeal. 1000 years ago the
wandering Strega sages settled into the tiny country
of Zamu’el. The sages taught the simple folk how to
improve their land with metallurgy and agriculture,
and they imbued objects with the magical powers of
Strega. They had no Idea that the people who had
been bestowed such gifts would use the objects,
called Relics, for greedy purposes. The Zamu’el peo-
ple mercilessly conquered the entire continent using
the Strega, during a dark age called the jeno War.
Eventually the power turned upon itself, and the con-
tinent was left in ruin. A millennium passed, and
memories faded. Sir Zauber of the new land, Ipsen,
built over the site of Zamu’el, has uncovered the
Relics. Visions of conquest fill his sinister mind, and
he builds an army equipped with weapons forged
from the Strega-powered Relics.
The Story Mode chronicles the rest, In lovely real-
time 3D. It’s important to note that you don’t guide
any one character through the Story Mode. It’s In fact
spread out through all the characters, allowing one to
experience many angles of one story.
Host N
This is your primary method of defense. It eats up the
Strega meter very quickly. Carefully decide whether to
use the Charge Guard, evade, or attempt a deflection
by tapping block just as the projectile hits you.
— Strega attacks comprise
90 % of any solid fighter’s
" offensive output. It’s the
first play mechanic you
should master. Learn how
different combinations of
Fast, Power, and Span can
be linked together, and
J develop a keen sense of
timing. Always check your
Strega gauge to determine the
strength of each forthcoming attack.
playstation review
not!
Destrega clearly emphasizes long-
range Strega attacks as the primary
offensive weapon, but clever surges
of hand-to-hand blows can put your
opponents away just as easily. Doyle,
for example, has an incredibly power-
ful dash elbow that knocks away
almost half of the life bar! Also, many
character are able to juggle foes after
the final hit of a combo - a stunning
sequence. If you follow up quickly
with a Strega attack (during the
“dizzy’*) the damage can be insane.
Fueled by ughtning-past gameplay
You honestly won’t find a smoother playing free-
roaming console fighter right now. At its core, this
game is deceptively simple. Destrega has three magic
buttons: a jump button, a block button, and a dash.
Look at these controls as if they were a network of
gameplay - a totally coherent, self-contained collective
of commands. For example. Block combined with any
Strega button creates a shield, or merely blocks hand-
to-hand blows when used alone. Dash propels your
character quickly in a chosen direction, but combined
with a Strega button it becomes a Power Dash. The
Strega powers can be combined with each other too.
Do you like the laser you fire with the Fast button, but
wish it v^^^wider? No problem. Tap Fast once or twice
as usual, then add an extra tap with Span. Span repre-
sents all wide attacks, so suddenly three lasers are
fired simultaneously simply because you’ve combined
the straight attack (Fast) with a wide attack. There are
loads of cool combinations just like this, so be sure to
experiment every time you play (or feel free to e-mail
me). Be creative with your Strega and you’ll win.
Crafted with sicill and dedication
It’s a fact. Destrega was heavily play-tested by OF
and Koei. It lives up to its concept in every way as a
result. Plus, the intro CG is good, the in-game graphics
aje awesome, it has great control, and there’s a bunch
of modes to beat. If you had a lobotomy you’d still want
to play Destrega again. It’s that fun. Check it out. ^
KUGA
j/KhlltAL
ROStN
Never underestimate the effec-
tiveness of Power Dashes. They ^
are the key to any last-minute
comeback. Not only does the dash
automatically home in on oppo-
nents (for hand to hand), it
also completely deflects
Strega attacks when y
properly timed.
• developer n-space • publisher gt interactive • available fail ’98
S coffing in the face of decency, Duke Nukem: Time
to Kill is about as politically correct as a group of
skinheads at a bachelor party. Wholesome and pure
it is not. Nasty is its drawing card: A dominatrix
crudely taunts Duke to “turn out the lights and I’ll
show you the meaning of pain”; in a Western setting,
Duke cracks a safe with the combination “36-24-36...
now that’s my kind of safe”; and in the king’s cham-
ber, a medieval setting, a maiden grinds on the bed
post with the force and passion of a dog in heat.
There’s even a little animal loving going on down-
stairs in the castle yard: Sheep copulate in all their
polygonal glory while Duke observes their mating as
a sabotage of the chance for good “virgin wool.”
As Duke explores the possibility of entertaining us
as a 3D action/adventure game, indeed every bit of
his relentlessly crude and irreverent attitude contin-
ues to drop its sludge wherever the situation seems
ripe for comment. It can be
entertaining to hear the
uncouth Duke make his
coarse observations
inspired by his gritty world.
but too much of the time the dialogue and setup are
contrived, relying on raw shock value rather than
smart design.
Less is sometimes more, but when it came time to
build a world around Duke’s persona, more is exactly
what was needed: more enemies, more animations,
more speed, more detail. The levels, which range
from labyrinthine castles to Western towns and the
mines running beneath, are expansive and open with
lots of climbing, swimming, jumping, and hanging in
the midst of energetic action sequences between
period-dressed pigs and aliens. There are allusions
of a great game in nearly every area, but the pieces
just haven’t been properly laid in place to put an
attention-grabbing finish on the game.
Struggling to find its way in the shadows of the
likeness of Tomb Raider, Duke Nukem knows the
comparisons to this vanguard series will be launched
its way: In the subway, Duke can use a pay phone
that rings through to the heavy breathing and moan-
ing of a female voice who Duke, before scratching his
butt, asks sleazily, “Oooh, Lara, is that you?” Yeah,
only in your dreams, Duke. ^
c<BR»
developer arc system • publisher atius • available fall ’98
page 85 I playstation review
JmlilL'ijj JJuM
UD'jiiJUUU
t/tiLLfttSf'
ml
"□ For anyone who thinks only Cajjcom and SM deliver,
‘v 4t!us has a Me surprise waiting far you.
GRERT CHRRRCTER OESI6R RPD RPimRIIOn
CORTROL IS TOP OOTCH
uilty Gear was given a favorable write up
when it was reviewed as an import by yours
truly. Unfortunately, space constraints permitted
but a cursory glance at this highly playable 2D
fighter. Now, with the game coming to the U.S.
courtesy of Atius, we can take a slightly more in-
depth look at Arc System Works’ eccentric,
weapons-based hand-drawn effort. While it
doesn’t rewrite the book on the genre, it throws
so many ideas into the ring that it all feels fresh.
This is quite an accomplishment considering that
its mish mash of features could have produced a
disjointed and awkward play experience.
Counters, double jumps, instant kills, and cap-
ture moves in the wrong hands could have been
simple overkill. Rather, these features and more
have all been implemented with emphasis placed
squarely on speed and action. The result is a
fighter that keeps your mind busy and your
thumbs pounding madly.
On top of the fast, combo friendly gameplay,
you get inspired hand-drawn visuals with anima-
tion that would be impressive on any 32-bit hard-
ware, much less the sD-optimized PlayStation.
_The screen scales in and out and there’s as much
2D chaos and characters frames as any of
JIapcom’s wilder console entries.
Like any good fighter, the selection of charac-
ters is wonderfully diverse, as an eclectic cast of
faintly SNK-ish brawlers come together in this
melee. All of the characters have devastating
supers and one-move kills, many of them truly
bizarre. The spry, scythe-toting Dr. Baldhead will
throw his victim onto an operating table and per-
form an impromptu disembowelment, while the
shadowy Zato squeezes prey
with a giant phantom hand.
Crazy stuff indeed.
Virtually unchanged from the
import version. Guilty Gear
deserves a look from anyone
who appreciates a good 2D
fighter of the frenetic Japanese
variety. Recommended,
IM WHAT SADLY MAY B£ A DYING GENRE, GUILTY GEAR WORKS OVERTIME TO ENTERTAIN
AND SUCCEEDS AT BEING ONE HELL OF A 2D FIGHTER.
A hype of almost biblical proportions surrounds Hideo Kojima’s first “interactive movie,” four and a
half years in the making with actual gameplay elements and without the balking stigma attached
to the phrase. With a weaving and intricate plot more intense than many actual movie scripts, a terror-
ist attack on a remote Alaskan island provides the backdrop to a cinematic action title that almost deliv-
ers the perfect game-playing experience.
Don’t assume that Metal Gear Solid is an action title, as it’s carved out a new niche as a free-roaming
espionage game with many additional strategic elements. Simply wading in with ordinance, strong-arm
tactics, or other uncouth methods of foe disposal results in a loss of ranking and usually death. The
object here is to never alert the guards to your presence. Creeping, hiding, crawling and sneaking up
for a quick neck throttle is a much more pleasing and professional way to infiltrate the Shadow Moses
Island. Kojima’s developers left no stone unturned in creating a realistic (yet entertaining) experience.
Take one small example, the method of strangulation. This isn’t just any old choke; Konami’s military
specialist (Mr. Mori) oversaw the precise movement, timing of the move, and even the correct victim
gagging noise to ensure absolute authenticity. Similarly, Solid Snake’s FAMAS Rifle is exact, even down
to the three tracer rounds fired off after each clip, and the entire gameplaying environment shows
unmatched realism and attention to detail, a true testament to Hideo Kojima’s originality and strength
of vision.
playstation review
developer konami • publisher konami • available now
PO<
1
1
by David Hodgson
Fleshing out the game’s characters
to a degree of detail never seen
before in a video game has been
Kojima’s crowning achievement.
These free-roaming zones are much more than mere
backdrops as they contain such a scope of gameplay fea-
tures that a review of this size can only scratch the sur-
face. From the arctic canyons where an impressive Mi
playstation review
Abrams tank needs to be disabled with grenades to an
excursion across an extremely narrow plinth in the searing
heat of a blast furnace, there’s a sense of completeness
(both in your freedom of movement, the guard’s reactions
and the almost constant radio chatter from your associ-
ates) that only a select few of the PlayStation’s top eche-
lon of games have achieved. Although not completely free
to investigate the sprawling snow base at your leisure (the
continuing plot line ensures a slight limit to your
exploratory freedom), there’s still more than enough free-
dom of movement to create an enthralling adventure, a
feeling of “being there’’ working in tandem with Koj'ima’s
“interactive movie’’ experience.
And this, without a doubt, is one of the greatest
strengths of the game. You’re essentially able to move
about your “warehouse style” environments in any man-
ner you deem fit, but with a particular set of parameters
you cannot infringe upon. For example, weapons cannot
be deployed in a nuclear storage chamber and two sniper
battles force you to utilize the sights of the PSG-i Sniper
Rifle (complete with random unconscious twitching from
your aiming arm!). This slightly different approach to each
of the base’s areas provides extremely entertaining
results. This gently eases you into testing out all 30 of the
game’s items without creating the same scenario over and
over again and enables all of your movement (such as fir-
ing and throwing) to be perfected before the final battle
with Liquid Snake. And without ruining the entire game,
let’s just say Liquid refuses to go down quietly...
There are so many commendable aspects to the game
that I’m left with a miniscule amount of room to list only a
few of them. They include exceptional voice-overs (Solid
Snake sounds like a gravelly Gary Busey and Mei Ling’s
lisping Chinese accent is delightful) and this adds greatly
to the believability of the operatives you’re dealing with.
There are seven associates you can contact via the inge-
nious Codec, and some (such as Nastasha Romanenko)
provide optional information of such depth, it alone must
have taken months of development and research.
Indeed, any game which consistent-
ly prickles the hairs on the back of
your neck throughout the entire
playing experience is a must-have
title in my book.
I’ll round off this unequivocal rec-
ommendation of a stunning piece of
software with a few almost insignif-
icant shortfalls. Firstly, the transla-
tion, although almost faultless, has
been toned down for the American
market. Solid Snake was a little
more leering and potty-mouthed in
his Japanese incarnation. Secondly,
the shortcomings of the PlayStation
hardware mar the cut-scenes, creat-
ing realistic but mannequin like
characters (with glitching joints and
non-moving mouths) that no
amount of motion-capture magic
can overcome. Finally, some may
moan about the ease of completion,
and indeed, ten hours of intense gaming seems to be a lit-
tle less than most gamers require, but the American ver-
sion has combated this by introducing three more difficul-
ty settings compared to the stunningly easy Japanese ver-
sion. For those complaining of the easy difficulty, I chal-
lenge you to complete the game in less than two hours on
Extreme difficulty setting... a task that takes weeks. You’ll
still have to flick through the huge amount of Codec trans-
missions that cannot be skipped (another problem), and
there’s no prize for completion of the game on Extreme,
but the replay value is still exceptionally high and you’ll
still quiver with the strength of the graphical engine, the
time and work Kojima’s team undertook to provide us with
this game, and Kojima’s eventual triumph at creating a
truly believable cinematic experience you’re not only a
part of, but fully immersed in. And that is what Metol Gear
Solid is all about. 9
There*s many a secret
to uncover, including
a special Tuxedo,
Bandana and even
Stealth Camouflage!
Kojima went all out to
deliver America with
an improved version.
I R OETRILEO ERST VOU RERLLV ERRE RROUT.
\ RUrtEROUS SUBTLE TOUEHES ROD EVER PIORE
I RR EXEELLERT SUB-BREIE ERFOREES VOUR TRRIRIRG.
I PER FEET SOURDS. LJITR S PEE EH, SFX C TURES
MiTICULOUS CAIte F.OM ATFAMOf OlOICATiO VISIOAARIFS HAS YISLOtD DIVIDEHOS. AH
ABSORBING VIDEO GAME WITH THE EMPHASIS FIRMLY ON QUALITY AND ENTERTAINMENT.
I n my preview I spoke of two possible scenarios regarding the out- some pretty ambitious special effects, like long stretches of trans-^
come of Psygnosis’ much-ballyhooed new game, Psybadek. It parency, and buoyantly bouncing foliage. However, certain levels are
would either be a revolutionary new experience or a case study on the crawling with bugs. You easily get snagged on the edges of polygons,
effects of developing a game on crack. Well, although I believe they witness vivid clipping fore and aft (although switching camera angles
switched drugs on me (moving on to hallucinogenics), the latter has does help) and sometimes fall right through the floor as you try to
^ inner workings of this pecu- wrestle back on course. It’s easy to go off-trail, and rather than restrict
P liar yet somehow playable game. Allow you, the developers allow you to jam yourself into some sticky nooks
me to explain... The engine, a dippy and crannies that should be closed or instantly throw you back on
but smooth 6o fps 3D serpentine Las course. This Is one of those games In which you must compensate for
Vegas act. Is like a Lite-Brite many factors to successfully traverse. In other words, it’s not tweaked
hooked to a car bat- for optimum user friendliness. Next, there’s the downright absurd
tery. It’s highly colorful nature of it all. Race a fat chicken on a big ball, shoot happy eggs at a
and privy to sucking beast, and penguins... penguins everywhere - not to mention
'W bent over elephants pooping out noxious gasses. I understand where
M the designers meant to go, mixing character-driven, manga-inspired
m f platform gameplay with fluid boardin’ action. It’s a good idea, and
I could have made a really good game. The basic game mold is a diver-
sity of areas within several themed domains. Gorgeous obstacle cours-
es laced with mild yet haphazard platforming usually start things off,
leading to psychedelic puzzle-laden terrain, followed by an odd-looking
I being challenging you to a race. Your winning angers the freak, and so
then you must confront it as a boss. These levels, especially the Bowlo
i l Ape sequence, I have serious Issues with; the control isn’t nearly pre-
/f//- ' " by Dave Halverson else enough for the tasks at hand. In the end. Shades of goodness do
I I r \ Bf H H pop through now and then, but never
21 1 r ^^oses include some beauti-
ful graphics, hot CG and animation,
L\ ■ potential to be so much more, f
■ LUSH VtSURLS RUO COOL CHRRRCTCR OCSIBRS
m cxccLLcnr ce RccampRoimcnr rones
■ LERRn neuj TccHmoues ns vou prosress
& BL! TERES ROD POOR COLLtStOO CRRSR TRE PRRTV
PSYBADEK’S BEEN IN DEVELOPMENT FOR QUITE SOME TIME, SO I AM ESPECIALLY PUZZLED
AS TO WHY IT SEEMS TO HAVE HAD NO FINE TUNING WHATSOEVER. A SHAME, REALLY.
playstation review
developer psgynosis • publisher psygnosis • available fall ’98
wm w'
by DavB Habrerson
F or its time, Earthworm Jim was a marvel.
The combination of spot-on gameplay, fluid
hand-drawn animation, 3D level segues, a
Hollywood soundtrack, and a cast of unforget-
table characters launched David Perry’s then-
start-up Shiny Entertainment into superstar
status. There was a lot of magic in the house
for that debut. Back then, 1 was just getting ini-
tiated into the stress-filled halls of publishing
and as one who hungers for action platformers
to a mental degree, I became a sworn member
of the worm nation. Now, some four years later,
there’s a new Shiny in town. Wild 9 is their road
test, and Wex is my new worm. In true Shiny
tradition. Wild 9 is a no-frills ride jam-packed
with high intensity gameplay and little else.
Shiny create the universe around their games
and supply beaucoup art beforehand, leaving
in-game cinemas to the imagination. At the
soul of Wild 9 lies Wex Major and The Rig, a
lethal weapon of infinite torture. It is used not
only to torture and manipulate prey, but as a
grappling device as well, connecting Wex to
swing points that serve as a means of progres-
sion, lead to power-ups, or to asSail lofty
perches. This single feature by itself kept me
glued to the action, much like Bionic
Commando did years ago on the NES. Most of
the games challenges, such as keeping a Grunt
alive long enough in your beam to thrust him
into a cluster of far-away gears (using him as a
moving meat hook) revolve around Rig eti-
quette. Added diversity, like riding the Beast
(oh 1 want one of these) and the two types of
3D segues, put the whole shebang over the
top. Visually, Wild 9 delivers vividly arresting
polygonal structures, and a completely unique
look that throbs with intensity. Furthermore,
the characters animate beautifully and the
pyrotechnics and effects are off the charts cool.
It’s all tied together with a gallant Tommy T.
soundtrack that at times will cause you to stop,
look around, and ponder how mere mortals tra-
verse life without video games. Drawbacks?
There are but two: the hurtin’ background in
the Crystal Mines, and the fact that little of all
those character profiles really shine through...
Perhaps we’ll learn more in a different form of
media... f
Grab a friend and gear up for high powered
action! Don't grind the gears!
developer shiny • publisher interplay • available now : page 89
playstation review
( m innavRTivE plrv necHRmcs deliver big tidie fur
■ EDmPLER. R Rim R TED PRLVGDRRL STRUETURES RPIREE
■ RRVORE UITH R PULSE UJILL PLRV fRORE THRR DREE
■ ERIE SDURDTRREK FRDPI TDPimV TRLLRRIED
1 wish n were a tad but i be happier with 2nd
C i C platform extravaganza. Wildly fun and wickedly innovative. Wild 9 delivers!
■jfjM
w
Ei
by Dave Rees
B y all means, Xenogears is a spiritual experience that tests
boundaries and leaves you almost stunned in its wake. It
takes you to inexpressible places that you will not soon forget. It
introduces you to people and personalities that will remain w
deeply rooted in your mind. It weaves its sights, sounds and dra-
matic plot line into the recesses of your memory, and becomes a part
y of you. As if spearheading the maturation process of the videogame,
% its theme reaches deep into some of life’s most intricate and tee-
tering of topics: God, the antichrist, religion and the meaning of
life. Leave it to Square, powered by an impressive develop- ^
ment team that includes some of the folks that worked on
W Chrono Trigger, to bring us such a deep, distinctly
I polemical game. Leave it to Square to do it with
I this much affection.
' The ground that Xenogears covers, its ^
sheer length and expansive, twisting plot
line, is overwhelming at a glance, but it flows
without so much as a ripple. Not too long after
it begins, the memories of your first encoun-
your mishaps in the quaint town of
Lehan, soon become a faint blur. Events
that transpire, and the knowledge they
provide you with are so many in number
struggle to recall them all.
But while the game is very long (there is
upwards of 8o hours of gameplay for
the hard-core RPG player), it never
J dares to become long-winded. The
j J niany dramatic events occur so rapidly
W .if m '^'^h so little pause in-between,
^ there is never a need to spend pointless
f hours powering your characters up.
— Your purpose is continually defined and
; fined, the
truth seems
W - endlessly
- uncertain,
hut one thing
always clear: the
world of "
Xenogears is a
spectacle of beauty
filled with many pro- if
found secrets. f
Every location in
Xenogears, including the \
towns, dungeons and world
map, is founded of polygons. (
While this has been done
before, you’ll be hard
pressed to find
a more intri-
cate level of
detail in both the textures and architecture in
any game’s world. Visiting the aerial city of
Shevat for the first time leaves you temporar-
While the color scheme is sometimes a bit faded, the creatively
sculpted environs and attention to detail are extraordinary.
playstation review
developer square • publisher square/ea • available november ’98
Sijuare’s next RPG makes a belli statement
Wonderfiilfyj^'i
Mid deeply meaningful -JEHlogeafS Is a fine example of an RPG of the *pos.
hr'
1
1
'a - ^
■
ily breathless: Clouds kiss you as you cross the town’s
dangerously narrow bridges, ride its elevators and leap
onto platforms to reach its scenic heights. A stunning
palace of steel and concrete rests at its heart. The habi-
tat of Nisan is peaceful in its earthy appeal: A luxuriant
chapel textured to a surprising level of detail is perched
atop a nearby mountain. Mysteriously cloaked until
close to the end of disc i, the advanced city of Solaris is
a skyward metallic nightmare in disguise: Huge process-
ing plants employ complex machinery that hide a terrify-
ing secret. And while traveling between these wondrous
places, you’ll soar the skies in an airship, ride a motorcy-
cle across sand dunes, glide through sand and water in
a huge submarine, and stomp across the seamless land-
scape in your gear -- all depicted on an FFVII- style polyg-
onal map.
Deviating from the norm in a big way, Xenogears* bat-
tle system is highly innovative and exceptionally diverse.
In fact, the game has three distinct modes of battle: turn-
based while on foot, turn-based while controlling your
gear (giant mechs), and real-time while controlling your
gear, which is much like Destrega (see pg. 82). On top of
the traditional spell-casting and items, the turn-based
combat methods, both on foot and while in your gear, rely
on a clever system of points for each strike. Upon using
the various physical attacks (strong, medium or weak)
your character will build combat experience and eventu-
ally learn combos similar to a fighting game. Each mode
has its distinctions, all have many options and prove to
be great fun.
The best way to judge the overall value of a role-play-
ing game is to ask yourself, in hindsight, whether the
game moved you. Whether you felt involved in the plot, or
if you cared about the characters as they faced death. Did
you feel saddened when someone died, elated when a
victory was won, or shocked when you first learned that a
friend was actually a traitor. Ask me and 1 would say a
resounding “yes” to all of the above. Xenogears comes
viciously close to matching the splendor of FFVII. Q
A BUG^S LIFE
DEVELOPER: TRAVELER’S TALES PUBLISHER: SONY AVAILABLE: NOW
It may be junk to you or me, but to Flik,
the ant in A Bug’s Life, a few discarded
decks of cards, scattered aluminum cans
and old soda bottles are the landscape to
a city a treacherous, intricate, finely real-
ized city at that. In fact, every level in this
game, which is based on the Disney/Pixar
upcoming feature film, is an excellent
achievement in design and imagination.
Roaming his huge, interesting world of
dried-up river beds, twilight mountain ranges and underground caverns, Flik does what in essence any good
character in a 3D adventure game should: makes a lot of jumps over a lot of cracks and ledges, stomps and
shoots the enemy with powered-up bug juice, uses his head to navigate his expansive world full of obstructions
and mazes. Much larger bugs such as worms, beetles, and wasps as well as an occasional animal predator serve
as Flik’s torment in his journey, and like the miniature world they populate, all are sharply designed, entertain-
ing us with the convincing plight of such a tiny creature.
Riding along with the excellent, imaginative visuals, creative gameplay touches give the trip longevity. Action
is fairly simple and mechanical, but the system of growing plants to reach higher ground is where the fun real-
ly surfaces. There is no single area in which the game breaks away to become anything special, but with an
exceptional theme and stellar music, A Bug’s Life is a pleasant surprise. ^
LUCKY LUKE
DEVELOPER: INPOGRAMES PUBU8HEN: OCEAN MVAIIMU: NOW
And now for something completely different... PlayStation
gamers with 20 bills on hand and a hankerin’ for some old-
school-meets-new-school-meets-playskool gaming are in luck!
Presenting Infogrames rootin’ tootin’ zD-in-sD Lucky Luke. After
reading the release that came with Luke, announcing the low
price and young target demographic, I held little hope as I fired
up the game. I was pleasantly surprised, however, to find a for-
midable old-school side scroller on hand. Initially, Luke tends to
mosey a bit, as he ricochets shots from his pistol to take out the
bad guys in the background, but soon you find yourself riding
Luke’s trusty steed aside a speeding train, riding the train, and
then moving into and out of the playfields during some mild but
entertaining platform and maze gameplay. Ultimately, you’ll face
quick-draw gun fights, high-stakes card games, and mine-shaft
rail-car races reminiscent ok Indiana Jones. Graphically the polyg-
onal landscapes are assembled quite well, and, although tongue-
in-cheek, the hokey western tunes fit like a glove. The whole
game has a great cartoon look and feel and
even a host of real-time cinemas to tie it all together. Intense
high-speed action this ain’t, but for a laid-back hoot through the
wild west, or, as an appetizer for new gamers. Lucky Luke hits the
bull’s-eye. Happy Trails! f
NINJA
Dreamcast
PlayStation
B ^
DEVELOPER: CORE PUOLISHER: EIDOS AVAILABLE: NOW
I first played Ninja back in 1996 before Core and Eidos joined forces, which gives you an idea of how long the
game has been rattling around. When you’ve got a hot property like Lara Croft in your midst, I suppose a game
like Ninja is bound to take a back seat, but after many a sorry looking early versions. I’m happy to report that
Ninja has turned out to be a very good game. Its saving graces are its diversity, classic play mechanics mixed
with polygonal environments, excellent lighting, high-dollar CG, and quality soundtrack. Success in Ninja
revolves around mastering the terrain and the many pitfalls that lie within. The more you master your Ninja, the
easier conquering the vast levels becomes. Once you find a finely crafted sword or scepter, you can carry it
through levels, and as long as you don’t die, you’re an owner. Certain weapons mow down enemies in one hit
that would otherwise take several blows to put down, so holding onto weapons is key.
Ninja’s not solely about combat, however. Much of the game is spent
searching for hidden goods like money and food and keys to
unlock gates that block your path. You’ll need a lot of coins
for the shop to purchase items such as extra lives and
smoke bombs from the toothless old fart that runs the
joint. There are also quite a few platforming elements in
Ninja and, as you can see, some pretty nasty bosses, of
which 1 suggest you save your powerful magic (which
grows with experience) for. While quite enjoyable. Ninja’s
biggest obstacle may be overcoming its own drawn-out
gestation period. Otherwise, it is most desirable, f
Q I
oe s
^ I
§ I
This game is sacri-
lege. I have always been
a HUGE Bomberman fan,
and I continue to support
the series even as it goes
through various transfor-
mations. The N64
Somber games I can han-
dle. Bomberman Fight is
pretty good, too.
Sometimes, however, my
charity and understand-
ing can go no farther: The buck
stops at Bomberman World.
Trounced by the japanese press
and consequently marred by poor
sales, BW is a bad dream for
Bomberman fans everywhere.
Poorly animated rendered
bombers? No thank you. Bomber
games look great when hand
drawn with sprites, and the char-
acters and worlds tend to lend themselves well to polygons, but not crappy
renders. The next atrocity: Isometric environments. What the heck was
Hudson thinking? The stages look awful and don’t play well at all thanks to
the limited view and design. What really lets me down, however, is the fact
that BW contains all the
modes, cool music, and multi-
action that we’ve come
to expect in a Bomberman title.
These familiar features are
unfortunately stuck in a poorly
conceived game. As a devout
fan of the series. I’ll go as far as
all-format reviews page 94
III
B. 1
F; NOW
Quake 2 receives its second jumper shot of
longevity from Rogue. The second mission pack
adds new weapons, monsters, Al, and twisted
death-match levels.
The obligatory additions included in an expan-
sion pack, such as powered-up versions of familiar
beasts and new introductions to the Strogg Wild
Mutant Park, create a challenging roster of FPS
adversaries. In addition, the Al of all enemies has
been tweaked a bit to enable running and ducking
shots from the Guards and the ability for
Berserkers to hop atop crates during their instinc-
tually relentless pursuits.
Unfortunately the levels aren’t that interesting
and a problematic element was added: annoying-
ly accurate and well-armed spherical pests in the form of wall-mounted turrets. Small and stupid
but dangerous and tediously difficult to destroy, turrets (especially the rocket-equipped variation)
are better left in operation if you wish to succeed in your mission. This became an unpleasant test
of will for me, and took away from the overall single-player experience.
As always. Death Match is a fabulous fragfest filled with glorious gibs. The new spheres add to
the deadly game of skill, but the additional weapons are mediocre, and the multiplayer maps,
much like the package in general, falls
noticeably below the quality of Xatrix’s
Mission Pack #1. @
Utster
'T...P«rv*rt??
tn you calling m a pervert?
How much importance do you
place on a game’s graphics? That’s
the question you must ask your-
self as you look at Brigandine,
Atlus’ new turn-based strategy
title. If graphics are low on your
list and you like the genre, this
mostly 16-bit looking title can pro-
vide its fair share of fun.
In Brigandine, you’re battling
for control of Forsena. As the game begins, you’re given a choice of one of
four domains and personas: Leonia and Lyonesse, Norgard and Vaynard,
New Almekia and Lance, and Caerleon and Cai. Each offers a unique con
quest and set of lead characters to guide you through your quest for domi
nation. Starting from a fixed number of knights and castles (or domains)
you’ll organize troops, summon monsters, and mount attacks on neighbor-
ing forces as you attempt to spread your power throughout Forsena.
The overworld map where troop movement is handled is no more than a
Mode-7-type flat plane with little colored flags denoting different domains.
Once a battle begins, a slightly more
detailed flat plane becomes the backdrop
and you’ll move your troops in a turn-
based fashion over a typical hex grid.
Once two opposing units encounter each
other, a real-time engine takes over and
renders the battle with first-generation 3D
results. These graphics are not sloppy or ill
conceived in any way, they just lack the
sparkle one would expect this late in the
32-bit game.
But if graphics aren’t that important to
you, there’s decent, japanese-style turn-
based strategy here. I had fun with it, but
once I turned off the battle scenes for
speed’s sake, I could very well have been
playing a 16-bit game. Provisionally recom-
mended.
package
4.
Dragonseeds is a Monster
Rancher/Tamagotchi-type
game, but don’t let that turn
you away. You see, the U.S.
absolutely destroyed the whole
electronic pet phenomenon in a
matter of one shopping season,
and many of us are completely
burnt-out on the concept. The
truth of the matter is that half of
crap you may have seen or
i/ed (not including Monster Rancher- that was pretty good) was uninspir-
ing garbage designed to ride the bandwagon all the way to profit town.
Personally, I’m only attracted to these monster breeding sims when the whole
is tight, creative, and easy to navigate. Dragonseeds is one such
game. For starters, the menus are comprehensive and blessed with excellent
music. Creating (or “Cloning”) monsters is a cinch: You can store loads of
:reatures at the Biobank, and training and equipping them is no prob-
lem. There’s also some interesting options around town, besides shops and
training facilities. For example, once your creature’s life cycle approaches
expiration, you may generously release It into the wild to die among its kind
instead of destroying it. Ideas such as the one I’ve just described combined
with Dragonseeds’ unique background story give it a decidedly darker edge
than most of the sugar-coated games in the genre. You’ll be pleased to hear
that once you’re through with all
the preparations, the fighting
itself is pretty fun; it’s beyond
simplistic, and yet it requires a
decent amount of strategy. The
polygonal fighting scenes look
O.K., and most of the artwork in
the game is detailed,
Dragonseeds is above average
and very playable, especially if
you start pitting your beasts
against a friend’s in the v.s.
mode (via memory cards). ^
Rom
Dreamcast
I love a game that can make
my heart beat a little bit faster,
give me a quick rush of adrena-
line in a precarious situation.
The Fifth Element accomplish-
es this in a big way in a scene in
which Lee Loo, the alien beauty
seen in the film from which the
game is based, must run along
a network of narrow beams
that support a sky tram at ver-
tiginous heights. In the hazy
distance, flying taxis zip around ledges protruding from explorable apartment
buildings that extend into the clouds. It’s a great level.
\f Fifth Element \Nere more technically savvy, a truly excellent game would be
at hand: level layout is top-notch, sound and music are strong, exploration- and
action-based missions never fail to entertain, the atmosphere is rich. Lee Loo,
who employs primarily hand-to-hand combat, and Korben Dallas, who deals
with the heavier shooting aspects of the game, alternate mission tasks through
futuristic levels set against backdrops of several distinct locations, including
Egyption temples, a floating vacation spot, and the office halls of a future New
York. The parallels to the film are channeled well into Fifth Element, and there
is a driving force to the game that can be enticing. But despite the many fine
aspects supporting every level, the glossy finish needed to underpin the adven-
ture has been reduced to a rough interpretation of locales from the film-and
the game fails to reach a higher peak as a result. ‘W
Scottish developers
VIS Interactive have cre-
ated a very weird col-
lecting/shooting game
in the form of Hedz. The
idea is that aliens have
been abducting people
from Earth and removing
their heads. You are an
alien headhunter partic-
ipating in a competition
to see who can collect
the most “hedz.” There are i
225 different hedz to col-
lect, over four different
asteroid worlds, each con-
taining five Dans (levels).
The game plays well In a
rather basic 3D environ-
ment, but the control Is
good and the addictive
quality of collecting the
hedz is fairly strong. You
can battle with five hedz at '
a time, and they each have different abilities such as flying, bombs, machine
guns and even guitar shockwaves! Featuring online multiplayer action, this
cool, bizarre title deserves a look if you are seeking a new experience. Now
then, where did that Elvis head go? JjJ
PliySlatlon
i
Q.
4 -
PtoyStatlon
c
Tecmo have always put out
interesting games, and here we
have a sequel to Deception, one
of their more unique offerings.
Kagero: Deception ll attempts
to put more of a simple, action
spin on the trap setting antics of
the original, no doubt in a calctr-
lated attempt to attract new
gamers to the admittedly off-
beat series.
As in the first game, your goal is
to lure victims into traps that you’ve
set up from room to room. The
biggest difference here is that you
now play from a third-person per-
spective. From a selection of
upgradeable traps, you choose
three unique floor, ceiling, and wall
traps that can then be set up any-
where within a room. You can be as
clever or a straightforward as you like with trap placement. Unfortunately, it’s
a small problem that you don’t have to be overly clever, and the game ends
up being a little easy, especially in comparison to the first.
Kagero is not for everyone, just as its precursor was not, but there’s a good
concept hidden behind the uninspired graphics and control. Trapping some
poor bastard in a devious
multi-hit trap setup is deli-
ciously evil in its execution -
for a time at least. Fans of the
first may be disappointed
with Kagero’s ease and com-
parative simplification, but for
others, this unique melding of
action and almost free-form
puzzle solving might prove
entertaining. =1=
<4
PlaySldllon
Once in a while, a
game sprouts up out of
nowhere and makes you
stop and think. Mr.
Domino is one of those
games. Created by the
Japanese company
Artdink (makers of surre-
al titles such as The
Aquanaut’s Holiday and
Tail of the Sun), Mr.
Domino is a charming
puzzle/racing game that
puts you in control of one of
many different domino-shaped
creatures. You have to guide your
domino-man through obstacle-
laden courses while laying domi-
nos behind you. The idea is to set
up a cascade of dominos that will
trigger switches when knocked
over. Not as easy as
but thanks to a good
method and really cool environ-
ments, it is really good fun. Mr. Domino is a fantastically original game, and
these days, this is a rare and beautiful thing. JtS
g When an airship trans-
^ ^ porting a magical life-sav-
™ S ing pearl crashes on the
® 5 gi'ounds of a mysterious,
2 foreboding tower, the crew
^ members must set out to
g locate several canisters of
g a helium-like gas to inflate
5 the enormous balloon of
^ their disabled vessel.
§ Fortunately, everyone in
g the O.D.T. universe follows
5 :^ the same technological arc and keeps stockpiles of the gas lying around. So
^ off we go to confront the variety of tall, slender aliens and lumbering
2 mechanical creatures (the one ray of light in an otherwise black hole of a
^ game) inhabiting the decaying tower of cold concrete and steel.
^ Things get complicated when the captain forgets that when all alone bad
things happen, and he sends away his crew so that an alien can come by and
kidnap him. The pearl is lost, and our mission becomes even more complex:
now we must also find the pearl and shards of its container, which means we
must travel even deeper into the dull rooms of the tower to gain additional
inconsequential experience for our quasi-RPG characters, struggle even
more with the controls, see the questionable gameplay and screen-turning
presentation become even more of an annoyance, and take time to find
another CD to put in the stereo to replace the in-game music and attempt to
lessen the numbing ineptitude of
the game. ^
Qg I It’s time to polish your trusty
cue and enter the smoky, seedy
iS| ^ world of pool hustling with
SQS Activision’s latest 3D pool sim.
5 I As you aspire to become the
^ ultimate pool shark on the cir-
^ S cuit, you have to start at the
^ S bottom with a limited amount of
^ g cash and slowly work your way
i up by beating down the pros.
^ Fortunately, the game has great
g physics and a cool 3D engine, so
^ after making use of the Practice
55 mode, you will soon be sinking the
5 8-ball and start reaping in the
S cash. Different modes of play
include a Trick Shot mode allowing
you to practice some truly outra-
geous moves to impress your
friends with. Master the backspin,
English and Masse techniques in
order to really rub their noses in
the dirt. A 2-player mode gives you the opportunity to slap down a human
opponent, while the Story mode guides you through the underworld chal-
lenges of modern day pool hustling. Pool Hustler is a great little game, and
if potting shiny bails appeals, then
check it out right now! Ju£
<4
PlayStation
c
A racing game can get
away with more than it
should if it speeds by at a
beguiling 60 frames per
second. If not for its fast
tracks. Running Wild
would fall sharply in its
attempt at inviting players
into its cartoon racing cir-
cuit, but because it can be
somewhat exciting taking
the steep, winding courses at such convincing speeds, there are moments
when the game pretends to be better than it really is.
But the truth is uncovered quickly. Take a run in the more difficult setting,
and the shallow racing becomes more detrimental as it is attacked by oppo-
nents who enjoy displaying extraordinary feats of racing you could only
dream of. And if you find the thought of relying on limited, innocuous
powerups instead of skillful racing to beat your animal opponents to the fin-
ish line. Running Wild will only present you with a more intense annoyance.
Taking place over sheer mountains
of ice and lava, through whimsical city
streets, thorn-infested deserts and
water-soaked jungles, the racing, which
is done on foot, is heavily dependent
upon the avoidance of environmental
hazards: incessant jumps over and
around obstacles such as fire, torna-
does, brush patches, and anything else
indigenous to the courses is the only
path to victory. This takes Running Wild
ith the reflexes,
cess in the U.S. as in Europe, but this can
be attributed to the fact that most U.S.
gamers were weaned on consoles and not
on the old-school home computers of the
eighties. A great challenge and worthy of
many hours of your time. JiS
If
CO
Si
Originally
released under the
UK Firebird label on
the Commodore 64
in the mid ’80s, The
Sentinel took
Europe by storm, as
Geoff Crammond’s
bizarre and surreal
strategy game total-
ly hooked the first
wave of true
gamers. Over a
decade later, utilizing the enor-
mous technological advances,
Psygnosis saw fit to remake the
game for PC and PlayStation plat-
forms. The gameplay remains
exactly the same, seeing the play-
er desperately trying to move
from low ground to a higher van-
tage point than the omnipotent
Sentinel in order to absorb its
physical form and proceed to the
next fractal-generated landscape.
It has not enjoyed as much sue-
WayStatior^BDrean^^
Early Soldiers,
find your character
faced with a daunting jump to
a tree branch well into the dis-
hanging above lake |H
of slime. The jump is seeming-
ly the colli-
inexcusably poor
and the field of depth so arti-
ficially manipulated that the
distance is basically cut in
half. When the jump is actual-
ly made, the character incredulously hangs onto the very bottom of the thick
branch, exhibiting a feat of dexterity not even a cat could accomplish. This is
only one example of the incompetence that grows up like a patch of thorns,
squeezing out any life the game might have been able to express.
The collision, which rivals some of the worst displayed in a 32-bit title, is
not even the game’s fatal flaw; there are a number of dents that by themselves
are annoying problems but when added up completely total the project: A
sheet of blackness is right in front of your face no matter where you turn; the
control feels like the character is tethered to a wire fixed at the center of the
constantly rotating screen; enemies exhibit such inane movements they
become annoying distractions in a game where action is the foundation; level
design is mechanical, gravely simple, an afterthought in design. Whatever
copies of SS are left over from deplorable brand-power sales can be dropped
into the movie-to-game-translation landfill. ^
c.
The parade of unspectac-
ular American titles contin-
ues with SingleTrac’s latest.
Streak. This futuristic racer
based around Back to the
FutureAsh hoverboards has
some good ideas lurking
about, but the rough presen-
tation and overall lack of
refinement get in the way of
what could have been a
more impressive experience.
It’s not for a lack of trying on I
SingleTrac’s part. The wildly varied
courses are brimming with move-
ment and interesting scenery, while
the gameplay benefits from some
clever touches. For instance, per-
forming tricks during a race earns
you extra speed. Pulling off moves
builds up a confidence meter that
has a direct relation to your charac- I
ter’s performance. Wipeout and your confidence and performance drop.
Unfortunately, the pop-up-masking, twisting and turning courses make this a
bit more of a chore than it needs to be for optimum fun. While some may find
this challenging, most will probably find it frustrating, and rightly so. Also, the
frame rate is inconsistent and there are some z-buffering problems, which
isn’t too surprising considering the expan-
siveness of some of the courses, but it
remains distracting.
Otherwise, the game’s up to spec with a
good two-player split screen and the always
classy link-up mode on tap. There’s a good
sense of speed to be had at times in Streak
as well. It’s just too bad that the core game-
play falls flat due to a conspicuous lack of
polish.
Si ui
§3
si
•Si
Vj.x-
sl
Test Drive 5 is almost in
the same league as Need
For Speed 3. This, in effect,
puts it out of the league of
Gran Turismo. This is a
good base for comparison,
as most of you have played
one of these games before.
TD 5 has an excellent envi-
ronment engine, especially
true for the vast streaming
courses. The levels still pop
in a little, but you’ll be astound-
ed at times by the deeply con-
structed roadside panorama.
The car models look excellent,
reinforced by quality details like
reflections over the windshields.
Unfortunately, for all these fine
details, a couple of glaring omis-
sions tend to frustrate me eas-
ily each time I play. First,
there’s no custom control
option, just the pre-sets given. I’m living proof that they haven’t given play-
ers every desirable configuration, because I can’t find the one I need.
Secondly, they’ve left out a Restart Race option in the pause menu. Why?! I
hate reloading the freaking tracks after
I’ve screwed up! Well, except for these
two flaws, TD 5 has a bunch of cool
race modes (like Drag Racing and Cup
an awesome two-player mode,
good track design. Also, the
is realistic and very respon-
and the inclusion of plenty of traf-
a healthy dose of chaos to the
gameplay. Definitely recommended. ^
B
As the sole pool title on
N64, Virtual Pool could have
been crap and still have been
the best pool game on the
system. Thankfully, it’s far
from that, and stands as a
fine conversion of the popu-
lar PC title. Not that this is
likely to set too many peo-
ple’s hearts aflutter, but
there’s no denying that this Is
a great playing, great looking game of pool.
For those with a taste for more than the standard eight ball, nine other
styles of billiards are on hand: 8 Ball, 9 Ball, Straight Pool, One Pocket, and
others. Even regional rule sets are implemented, so you can check out
American Bar, English Pub, or APA rules. Also, everything is highly configurable
- you can alter the speed of the table and even its color and pocket size.
With only a simple room and
table with some balls to render,
the developers have blessed
Virtual Pool with a great looking
resolution. With apologies, the
balls in this game look great, and
in conjunction with the realistic
physics, have a tangible sense of
reality. As you move the camera
around the table to line up a shot,
you’re treated to a wonderfully
solid 3D presentation.
While the lack of any on-screen
characters makes the game feel a
little cold, you can’t really fault
the rest of Virtual Pool in its exe-
cution. If you want a pool game
for your N64, this is your only
choice, and it’s a good one. s|c
PlayStation
e X c
H H ‘
The Only
Official Strategy Guide f or
Aku ji th e Heartless!
On sale Noveniher 1998
Call f or pre-hook special!
Possess
.Trr
To order, call: 1. 800.691. 788B miLLENNIUm
P I’ I? L 1 C /V T I O N S IN C
[PROMOTIONAL CONTEST]
wanna wm some seriously cool stuff?
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entered into the “Psybadek Sweepstakes.^ The Grand
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Runners-up will get the game. And hey, you lucky win-
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So get scribbling!
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JOYRIDE 15S
T he sport of tennis is set to receive its first
“true to life” simulation on the N64 and
PlayStation this fall with UbiSoft’s All Star Tennis
*99. Featuring eight international tennis jugger-
nauts - Michael Chang, jana Novotna, jonas
Bjorkman, Amanda Coetzer, Richard Krajicek,
Gustavo Kuerten, Philippoussis - and authentic
rendered courts - Wimbledon, Mediterranean,
California, Paris, Rome, Saudi Arabia, Tokyo and
Sydney - there will be no doubt about the
game’s appeal to the loyal tennis fan. But its
playability is what might push it over the top.
Capturing the individuality of each superstar
was a priority of UbiSoft.
in reality, not one player exudes the same pas-
sion on the court. Michael Chang and Conchita
Martinez are both relentless players, and both
display their signature shots. This sentiment is
echoed in the game, as the characters will have
unique moves and distinct A1 that reflect their
playing styles. But while the game focuses on
providing a real simulation, those craving an
arcade experience will not be disappointed at
all. All-Star Tennis will feature action replays and
three modes of play - smash, arcade and bomb
- to spice up the fun factor.
Overall, All-Star Tennis is looking like it will
easily be the new pinnacle of console tennis.
These lovely, sweeping court environ-
ments will house some of the finest
names in Tennis. Get ready for highly
detailed pro players on the PS & N64!
m-STM
developerJpublisher: ubisoft
available: fall 'S8
While not the most graphically stunning
title in the genre, NBA Tonight offers sur]
prisingly solid NBA gameplay. The control
is right on the money almost every time.
E SPN Digital’s NBA Tonight forgot the importance of the first impression. The presenta-
tion isn’t exactly stellar material, just plenty of shameless ESPN plugs everywhere you
go, and the play-by-play is practically worthless. It’s more like “Coaches Corner” as they
blather on about anything other than the action at hand. 1 prefer not to have the arena’s his-
tory described as I slam a fine baseline dunk home, but maybe that’s just me. The pre-game
part of NBA Tonight is saved by a player introduction sequence backed by good music and
plenty of mad light sourcing.
it’s really once you’re at the tipoff that the game’s passing grade is earned. NBA Tonight
controls really well. It’s a degree of response that 1 haven’t felt in any other basketball game
this month. An extremely consistent frame rate really helps matters, unlike the noticeable
chug of many N64 b-ball games. When it runs smoothly and controls well, you start looking
for ’da big moves because you’re not worrying about the pad anymore. NBA Tonight has
plenty of quick moves. It’s strange, though: the game has an artificial sensation of speed
overall. It takes less time to animate and execute a pass or shot than other b-ball games,
and the speed boost allows for copious amounts of quick scoring. It feels like an arcade
basketball game that’s trying to be a sim.
So then it becomes a question of NBA-sim value over fun basketball-game value. Well, I
might prefer a game like NBA Live '99 because it has great presentation, options, it’s very
playable, and it feels like you’re playing an official product. NBA Tonight is even more
playable than Live, but considering what it’s trying to be (read: big-time NBA game). It
becomes more of a side purchase for multiplayer action later. Real NBA fans might not
appreciate the unrealistic controls and instant response.
vailable
now
GAMERS' REPUBLIC E £3 □ 2
f SPORTS 98
T his is a painfully average basketball game that
just happens to fill a gap on the N64. The pain
involves uninspiring gameplay and fluctuating
frame rates, and the gap filled is licensed college
basketball, which has yet to be addressed on the
N64. There is a paltry selection of play modes, and
several key options are left out. In Season mode,
for example, you have no way to simulate games
(to move the season along), so you’re playing the
game for days just to advance. Sometimes I really
enjoy the “simulate game” feature In b-ball
games.. .It gives me an idea of the stats the devel-
opers have payed attention to. Also, the control is
mostly sluggish, in part due to the frame rate. In
part due to poor design. Every player is represent-
ed well enough, and the presentation is straight
outta’ Fox Sports (including screen overlays,
replays, highlights), but the fundamentals aren’t
addressed very well. If you need a college basket-
ball game and you have an N64, College Hoops is
the one and only choice you have. That’s the rea-
son why I recommend It.
de¥eloper/publisher: fox sports interactive
SPORTS ACTIVATED
H ave EA stumbled a little bit with NHL *99 on
the PlayStation? Last year's effort was a dra-
matic improvement over the miserable NHL ’97,
but it appears that the trend did not quite contin- ^g ^;|i|f|
ue. Yes, EA have put a tremendous amount of
effort into perfecting the look of the game, ren-
dered all of the arenas as seen in the now-famous fly-bys,
included some clever new modes of play, and improved the Al.
But for a hockey game to be great, it must have solid control
and playability. For technical reasons, this is where NHL ’99
on the PlayStation has slipped a bit.
I love the sport of hockey, and I greatly appreciate the
efforts that EA have made in covering all of the bases. The
inclusion of coaching drills and shootouts is a clever and help-
ful way to practice, the stats are all here, the options are
deep, the motion capture is impressive, the checking and
fighting are solid, and the presentation is second to none. But
something else is not quite right.
I appreciate the fact that EA have upped the resolution and
increased the polygon count; however, it affected the frame
rate a bit too much. It certainly is acceptable, but not quite as
good as I had hoped. And what good is every feature, stat,
and option in the world when the game plays slowly? Too
many times, I found myself pressing the speed-burst button
with excessive force (not recommended), trying desperately
to catch up to the play. Oh well.
Sure, everything is "in the game" here, and NHL *99 push-
es the PlayStation harder than any other hockey game has
before. But perhaps a wee bit too hard.
Nintendo 64 Version
W here the PlayStation version falls just shy, NHL '99 for the N64 succeeds
without question: the frame rate is consistently high, the game never skips
a beat, and the resolution is sharp. Because of this, the finer details, such as the
motion captured animations and overall flow of the game are fully realized, leav-
ing almost nothing to the imagination. Even when the action becomes intense,
the players gracefully pull off skating maneuvers joined by seamless transitions
in-between. Forwards to backwards skating, cross-overs, checking, speed bursts
and stopping (replete with a misty spray of ice) are all emu-
lated perfectly. While the overall action still suffers from being
a bit slow (HOCKEY IS A VERY FAST SPORT!), the overall feel-
ing of NHL '99 on N64 is much more authentic than that of its
PlayStation counterpart.
But the N64 version is certainly not flawless. For one, 1 have
never heard more laughable play-by-play calling in my life.
Sounding more like a cross between a surfer dude who does-
n't know when to shut up and an obnoxious radio Dj, the out-
rageous articulations and ridiculous word usage is exceeding-
ly annoying. And the Coaching Drill mode is curiously missing
from the list of game options. It appears that the N64 version
is not targeted to the serious hockey fan. Too bad, because it
would have scored higher otherwise.
Even so, NHL *99 still remains the undeniable champ of
hockey games on the N64, and if you can get over the ludi-
crous play calling (turn it off!) and unhurried pace, you can't
go wrong.
mntentio bh
PiBUStation
I t’s a great day for hockey: NHL ’99 on the PC is perhaps the finest hockey game to
date - even surpassing the likes of NHL ’94 on the Genesis. What more can be
said? Every detail is included, every corner is covered, and for the first time, the 3D
factor does not impede upon the gameplay at all. This game is everything the
PlayStation version was aspiring to be, and more.
Perhaps it is because the PC is currently a superior vehicle of gaming, allowing EA
to focus on the game rather than the technology, that the final product turned out to
be so phenomenal in so many areas. Every skating motion, play-by-play call, pound-
ing check, face-off, fight, pass and goal is undeniably beautiful to watch and ulti-
mately satisfying to execute.
But beyond its excellent playability and presentation features, the game has one
feature that cannot be touched by its console siblings. Console sports titles of all
types have allowed multiple players to enjoy a game on
the same screen, but with PC networking (and soon
enough, Dreamcast, so console bigots can relax) each
player can view the ice from a personal perspective that is
always fair. It also gives players an opportunity to focus
on an offensive or defensive play style to greater degree.
This added dimension, along with the extraordinary detail
within every aspect of the game, makes it unbeatable.
NHL ’99 for the PC represents a stunning improvement
over its predecessor, and while EA have made excellent
use of PC technology, they have proven that their knowl-
edge of the great sport of hockey is unsurpassed.
I HLL VERSmnS RR£ DEEPLV ROOTED TO THE SPORT
I THE VIS DHL PRESEHTHTtOH HI6HLV EFFEETIVE
THE PE VERSIOn OVERTHROLJS THE EOTOPETITIOH
THE PLHVSTHTIOn VERSIOH IS H HIT SLU6BISH
This is truly a great year for hockey. The evolution of the NHL series is gliding
STRAIGHT TOWARDS PERFECTION. WHAT WILL THE YEAR 2000 BRING?
■ mill II II III
nba IhfelL
E A Sports’ robust N64 engines have all showcased massive play-
fields and good frame rates this year, and their capacity for cart
music and sound has been remarkable. This trend continues in their
new N64 b-ball title NBA Live ’99, which has fantastic sound and
graphics right from the start. The pseudo-sampled music is top
quality, straight-from-the-disc versions. It’s funky stuff, too. Also,
from the “It’s in the game” screen and onwards, every image that
meets your stare is high res. It’s a treat to see these crisp 3D images
on the N64, unlike the slightly filtered blur of other basketball
games on the system, like College Hoops.
Beneath the brilliance of these crisp visuals and system-defying
sounds, there’s also a sweet menu system chock full of cool options
like Monster Dunking, arcade or sim ball physics, score catch-up,
and a Create Player mode. In this respect, NBA Live ’99 is the most
customizable b-ball game on the N64. The gameplay, although not
as smooth as it should be, is extremely controllable. 1 love the pass-
ing system whereby teammates are each assigned a button on the
pad, and the speed boost allows for spectacular plays in the paint.
One of the strongest points of NBA Live ’99 is its Arcade Mode,
which is so wide open it approaches NBA Jam. Streaking balls, huge
dunks, inconsequential penalties, it’s all here (sort of like a free
mini-game hidden within a simulator). This game’s only real prob-
lem is slightly lagging controls, probably due to the often twitchy
animation, which in-turn occurs when the game drops a few frames.
It’s nothing too severe. Ultimately, EA have crafted an extremely
attractive, lavishly detailed NBA sim. Their reputation stands. ^
on graphics aliaays look great, butitmak^ 01 ^
once on the NS4. NBA Live '99 takes ahvkSe:
e, offering a lush cartriilge presentation. ^
UVi
6RRPHICS RRE OEFIRITELV ROVRREEO FOR THE Rb'I
EORTROLS RRE mTELUBERT. VET SOIlETimES SLU 6 BISH
R REROE RULES ROO R LJHOLE RELJ. FUR OlFlERSIOn
RERLLV BO 00 fOUStE, SPRRSE RUT LJELL-TIPIEO VOIEE
This
100%
NBA
N64
irs
ISA
WOHTHWHILC
PURCHASC
CAST
=1
ciHCH. Hopefully EA
GET
INTO,
CUSTOMIZING
YEAR
GAMERS' REPUBLIC H tal □ 2
sports reviews
I still find myself playing
1080 and Steep Slope
Sliders. Owners of either of
these games can attest to
their stylish presentation,
cool tracks, music, and play
mechanics - everything it
takes to make a good snow-
boarding game. While not in
the same league as both
these great snowboarding
titles. Cool Boarders 3 does
offer a bunch of cool licensed
products like Burton and
Swatch boards, other “hip”
sponsors, and its numerous
tracks (tracks like Devil’s
Butt...bah!) contain all the
required rails, jumps, and
high-speed corners. CB3 has
a great 30 fps two-player
mode, too. There's also fight-
ing, and with up to four other
competitors racing alongside
you, the punches are fre-
quent and amusing. All good
- but this game still needs
comes right down to It,
there's just not enough fun to
be had because you never
feel properly connected to
the game. Games like this
are all about control feel, and
this one's second rate.
T ime and time again,
American developers are
proving that control feel
ranks far down on the list of
game design priorities. Case
In point is Radical's new
Xtreme snowboarding title.
Pro Boarder. While the tech-
nical aspects of this particu-
lar game are up to snuff
(most notably In its graphics),
a decidedly wooden feeling
mars the vital aspect of con-
trol. Compared with
Nintendo's 1080 and, to a
lesser extent, Sony's Cool
Boarders series, ProBoarder
lacks the kind of satisfying
response required to Inspire
repeated play.
On the plus side, the split-
screen mode works well and
you can occasionally get
some sick air. But when It
flow. Tricks feel twitchy and
weird (although the power
meter is decent), rail slides
look fake and require mini-
mal effort, and simple carv-
ing feels artificial. The tracks
never really evoke a sense of
jeopardy, which Is important.
In the end, CB3 is aesthetical-
ly very solid, but lacks any
memorable personality. ^ %
- game’s glaring faults, and
HHUPB 8J the results make it a favor-
able choice.
With a
Faceoffs biggest advantage
is realized in speed and
responsive the
^ ^ — fastest, smoothest, and
most playable hockey game
to date. It just feels like the
f real thing. This year, icon
Passing, 989’s revolution-
ary passing system, throws
a nasty blow at EA; you can
now choose a specific play-
W hile last year’s Faceoff er when on defense. And
was a huge improve- other than presentation,
ment over Faceoff ’97, its which doesn’t really matter,
faulty Al and average pre- Faceoff ’99 pretty much
sentation was not enough rivals EA’s latest offering in
to rival the likes of EA’s NHL every category. The war
’9S. This year, 989 have rages on, but this years’
focused on fixing the battle is won by 989. ®
W hat would a good by using the Messiah
baseball game be engine to full effect before
without solid gameplay? VR even Dave Perry and crew
Sports has addressed this could have a chance to
age-old requirement first show It off in the game
and foremost in the design itself! As a result, the char-
of VR Baseball 2000. acters look incredible.
They’ve accomplished this Rippling muscles, stupen-
dous animation, fullv
' ^ \ accelerated stadium pan-
ning... this game looks very,
4 very good.
^ That’s all nice, but many
’ game companies can
^ T achieve visual euphoria. V'/?
N Z y Baseball 2000 excels due
y \ to Its great control system
and vast amount of funda-
mental season options.
. This game truly represents
f the old “pick up and play’’
y adage, while delivering a
V / » ■” I ) quality package of^pro
r
\
\ Y
sn SPOAT9
world republic
page 106
A sizeable selection of titles to peruse this month, including that ever-so-important list of Dreamcast titles to purchase.
Role playing games featuring stunning visuals and even a Bandai fighting game with actual game mechanics - what a month!
WORLD REPUBLIC PREVIEW • developer RED • publisher ATLUS
THOUSAND ARMS
Character design gurus Red and RPG masters Atius team up for a potentially epic title*.
IMPORT RELEASE SCHEDULE
PLAYSTATION
HOVimiR
Capcom Generation • Capcom
Another Mind - Square
Smash Court - Namco
AOVAN Racing • Atius
Bu Gi - Konami
I Boldyland - Bamprest
PoPologue - SCE
I Libero Grande - Namco
G-Police - SCE
FIFA WORLD CUP ’98 - EA Square
Vampire Savior EX Edition - Capcom
MOVFMBfR/OECfMBER
Wizardry - Locus
Farlandsaga - TGL
Shukyugensokyoku • Mediaworks
Sakura War Graph • Red Company
Seven Secret Houses - Koei
Noel - Pioneer LDC
SEGA DREAMCAST
NOVEMB£R
Godzilla Generations - Sega
Sega Rally 2 - Sega
Virtua Fighter 3 tb - Sega
Pen Pen Tri-ice-alon - GE
July - Forty Five
DECmBER
SEGA SATURN
DECEMBER
Blue Stinger • Sega
Geist Force ■ Sega
Sonic Adventure - Sega
Last War of Human - Imagineer
Evolution • Sting
Seventh Cross • NEC Home Electronics
Monaco Grand Prix Racing • UBI Soft
Ridge Racer Type 4 - Namco
Tamamayu Monogatari - Genki
Dance Dance Dance - Konami
Bomberman • Hudson
Ehrgeiz - Square
j League Winning Eleven - Konami
Chocobo 2 - Square
Tales of Fantasia - Namco
Genso Suikoden 2 - Koei
Thousand Arms - Atius
Street Fighter Zero 3 • Capcom
Crash Bandicoot 3 • SCE
R eportedly over three-and-a-half
years in the making, Atius and Red
have been pouring their hearts and
souls into Thousand Arms, an ambi-
tious RPG undertaking for PlayStation
due to hit store shelves in Japan this
December.
Thousand Arms tells the tale of Myce
Triumph (voice acted by Yamaguchi
Kappei, for those who are interested),
the latest in a long line of spirit black-
smiths living in the town of Cant. As so
often happens, the peaceful Cant is
attacked by the Dianova Empire and
the Triumph family is scattered to the
wind. With his home destroyed, Myce
begins a roving and lost journey until
he happens upon a beautiful girl
named Sodina Dornfreed (voice acted
by Kawaue Tomoko). She has the abil-
ity to communicate with spirits, and
together they embark on an epic quest.
Utilizing a combination of real-time
3D backdrops and 2D characters, the world of
Thousand Arms is brought to life. As in almost every
3D RPG, the free-floating camera can be rotated to
view the towns and major areas from almost any
angle, and sometimes takes a life of its own when
showcasing special
events, introducing new
characters, or just
shows off the amazing
landscape of the four
unique countries that
make up TA: Traggald,
Miscantonia, Langard,
and, of course, the
Dianova Empire.
The all-important
battle scenes use what has been dubbed Animation Battle,
which basically means that your characters remain 2D in the
battle scenes. You can have up to three members in your party,
with one of them functioning as the advance guard during bat-
tle with the other two forming the rear guard. Only the charac-
( 56(36
ter in the front can engage in direct
attack while the two bringing up the
rear can utilize only magic attacks - a
novel approach.
With its lush environments and
unique looking battle system, the
fruits of Atius’ and Red’s endeavor
should no doubt prove rewarding.
With the growing popularity of the
genre in the U.S., look forward to more
coverage as details emerge and a
Japanese review as its release draws
near.
(A) The impressive towns can be viewed
from any angle. (B) Spells are performed
in these 3D battle scenes... (A) ...and
feature some nice effects. (B)
Conversations with major characters
have an anime touch.
page 107
world republic
WORLD REPUBLIC REVIEW • developer/publisher TAMSOFT
KNIGHT & BABY
Tamsoft try their hand at role-playing and the results are exemplary! Import RPG fans apply within!
I
WO«LD«XP 0012.110 orUM 0S0 69
SATURN REVIEW
K
■ COTTON BOOMERANG
H GAME BY SUCCESS
Saturn users looking for their last I
side-scrolling shooter fix, turn
your attention to sweet little
Cotton’s final flight on the Saturn.
The little witch we’ve come to
know and love will likely show up
on the Dreamcast sooner or later,
so you’d better get acquainted
with Magical Night Dreams Cotton
Boomerang, the most ambitious
2D Cotton game to date. You can
choose three of eight Cotton cast
members at the outset and then,
during play, change form to the
one you deem most appropriate
for the situation. Beyond this
interesting mechanic, the shoot-
ing dynamics have been tweaked
for optimum resistance, featuring
8-way firing capability, grab and
throw techniques, and charging
maneuvers. Graphically,
Boomerang is what you’ve come
to expect from developers Success
- rich in parallax with convincing
transparencies, quality animation,
and big multi-jointed bosses. For
me personally, the pinnacle of
Cotton games has always been
and remains the ultra-hard-to-find
3D Mega Drive wonder-Cart
Panorama Cotton, but for 2D
thrills on the system that does it
best. I’ll take all the Cotton magic
they throw my way. C+
WORLD REPUBLIC SAYS A beautifully animated, inventive and meticulously detailed RPG from the creators of
Toshinden. Great characters, and a superb overworld and battle system. K&B has to come out herel" A»
( wear my affinity for Tamsoft like a flu-
orescent green polyester leisure suit.
As the creators of Toshinden and Choro-
Q - both benchmarks for their time,
Tamsoft have shown time and again that
no matter what the genre, they put their
best foot forward. Similar to many
prominent developers, Tamsoft brand
their games distinctly in a fashion that 1
personally find exceptionally fascinating.
With an emphasis on tight, buttoned-up
control, extra polish, and instantly recog-
nizable musical stylings, they are fast
becoming one of japan’s premiere devel-
opers. Knight and Baby further corrobo-
rates this fact as one of the freshest
RPGs I’ve played this year. It doesn’t look
like anything else but it plays like the
best of the breed. The moment the
opening cinema begins to unfurl you
know you’re in for a great ride filled with
interesting characters and top-notch production qualities.
The game has a very crisp and clean look and feel. There
are no sloppy seams or textures anywhere - quite remark-
able taking into account you can spin the map at anytime
for the appropriate perspective. The color palette is also
much to my liking, for even in dank areas, the colors are
instantly recognizable (and user friendly) interface. The
only problems you’re bound to experience, playing sans the
ability to understand Japanese, will be event based. The
standard rules apply: talk to everybody you can, explore all
open areas, and look for evolving characters in the text
when talking to someone you’ve already spoken to. 1 got
vibrant and befitting of the locale. And, of course, it goes
without saying that the character design is masterful. Love
it or leave it (1 love it), it is distinctly unique for a Japanese-
bred game. Most of you, sadly, will never see Knight and
Baby in motion (although 1 plan to run it by every compa-
ny I possibly can) but those of you who dare to traverse
the inner workings of an import RPG will be amazed by the
fluid animation of the characters in the overworld and the
amazing attention to detail throughout. The closest com-
parison 1 can draw in terms of the battle engine would be
to Wild Arms, as it exhibits similar viewpoints and an
through the first two chapters rather simply and 1 don’t
understand a lick of Japanese. It isn’t often these days that
I’ll dedicate the time needed to complete a Japanese RPG,
but I plan to enjoy every second of Knight and Baby.
If you buy import RPGs, this should be your next pur-
chase. Knight and Baby came in just two days before press
time and my plate was already full, so 1 only had a couple
of hours to enjoy it before writing this. Based on that short
time my score falls just short of an A, although 1 am admit-
tedly somewhat jaded in this case. Must be the suit. Is it the
suit? f
(F) The battles in K&B are
extremely user friendly and
like Wild Arms, feature mul-
tiple camera views. (G)
Baby casts a healing spell.
(A) K&B*s dungeons are vast cham-
bers. (B) Biby heads home after
your first encounter.(Q An under-
ground city hidden deep within the
first labyrinth (D) An Inn just when
you need it! (£) Whatever it was, !*m
glad it’s dead!
world republic
page 108
WORLD RIPUBLIC REVIEW • developer/publisher PRISM ARTS • available in japan NOW
RALLY DE AFRICA
Prism Arts surprising new rally game may just be the playstation's best!
PLAYSTATION PREVIEW
DANCE, DANCE, DANCE
KCE Shinjuku are busting out
some killer grooves of their own,
in the shape of the forthcoming
Dance! Dance! Dance! Although
firmly rooted in the Bust a Move
style, a differing play system
allows a little more depth this time
around. You can make your char-
acter dance anytime you want by
entering commands as well as
changing the music to a CD of your
own choosing. However, the main
feature is that you star as Subaru
in a story mode to find the
“secrets of dancing.” Various
characters divulge information
before you tackle each “dance
master” of a particular style. More
points are awarded if you can do
combination dance techniques,
and by dancing precisely
Cheese fighting reaches new heights. Enjoy bout after bout of pure Japanese monster karate!
B ack in the ’70s, before Power Rangers
and around about the time we were all
watching Hong Kong Phooey, the Japanese
were raving over men clad in lucre body suits
and luminous rain boots who engaged in
mock martial arts battles. Rubber-masked
foes known as Cactus Man and Parrot Man
clashed with Hiroshi Fujioka (who now plays
Segata Sanshiro in the Japanese Sega Saturn
commercials), producing Chuck Norris-quali-
ty kicks (i.e. almost never over knee height)
to the tune of what can only be described as “Ennio
Morricone meets the Beach Boys after a run-in with Lalo
Schifrin."
Now transcribe these elements into a fighting game
with a Tekken 3 engine (complete with hit explosions.
moves and backgrounds exactly like the Namco fight
fest), a couple of Story modes that have you clad in full
’70s polyester suits and sideburns, ready to roundhouse
half a dozen “ninja” guards before you transform into the
Masked Rider and defend yourself against your hated
enemy ("Frog Man!" "Beehive Head Man!" "Man-
with-yellow-rubber-boots-and-giant-Maggot-head
Man!"). A high-camp clone of Tekken 3, there are
dozens of humorous touches, numerous juggle
combos, hilarious music and sound effects, and
even an interactive “sticker” collection that you
add to after you uncover more of the game’s
secrets. No wonder this is taking Japan by storm;
this is one Bandai translation like none before. It
actually couples high intensity 70s japan pop cul-
ture with actual gameplay. A must buy. 9 *
(A) Select classic Rider characters or foes. Hidden
creatures become available when you beat certain
modes. (B) Prove your superiority to the evil organi-
zation by defeating other villains. (C) Practice mode
delivers the usual features. (D) Battle multiple foes in
the Story mode.
H ow on earth can anyone justify the purchase of another rally game, let alone an
import? Well, I suppose that depends on how many you currently own, or how
much of a racing fan you are. For those of you who’ll take a spin whenever a quality
racer presents itself, or if you dug Sega Rally but never owned a Saturn, have a look at
Prism Arts’ Rally De Africa 1998, an unexpectedly strong entry into the category.
This well-rounded racer comes to us with three classes: K, A, and S, with four cars in
each. K class takes you through a three-race series, A class around four tracks, and S
class features all five courses. Locations include the scenic Lake Victoria, architec-
turally rich Casablanca, a serene, ash-laden Kilimanjaro, coastal Drakar, and the
rugged Congo. Before each race you can toggle your musical selections (including such
instant classics as “Fullspeed Ostrich”) and then, as the rally commences, choose from the dreaded hood cam or my per-
sonal fave, the tried and true (but seldom fully realized) 3rd-person cam. Don’t ask me who Prism Arts is, but De Africa
has a solid 3D engine with very minimal clipping and visible seams, splendid
physics, and excellent car models. The balance is spot on as well. It’s as if these
guys were veterans of the genre. In fact. I’m hard pressed to conjure memories of a
better off-road racer on the PS. One gets a truly fluid, absorbing feel (dual shock in
hand) as the cars softly weave their way around the tracks, each feeling as it should
in contrast to respective body style, speed, and attributes. A real surprise! 1 only
wish the game had Gran Torismo-Wke staying power. That aside, this is an import
racer no genre fiend should be without. A highly recommended purchase, f
WORLD REPUBLIC SAYS "The fact that I had no expectations made Africa De Rally all the
sv^eeter. A formidable entry into a PS genre bathed in mediocrity." B
W Realistic feeling suspension
insures a safe landing, so fly the
African skies! (B) Sega Rally style
replays allow you to view the
action from four vantage points!
WORLD REPUBLIC REVIEW • developer KAZE • publisher BANDAI • available in japan NOW
MASKED RIDER
WORLD REPUBLIC SAYS "Superbly comical with super slo-mo karate action. Crazy costumed characters
and a nifty fighting engine add extra polish. Not a Tekken beater but just as enjoyable." B+
Hm-.mssMAlly D§ Africa^^Prism Arts. 1998. Masked Rider €) Bandai. 1998. Dance, Dance, Dance ® Konami. 1998.
page 109
ivo/'/cy republic
Classic arcade action is propelled into the '90s with Arthur and friends. Enjoy these timeless classics once again.
the all-important game tips. Being pixel -perfect conversions of
the originals enables new gamers to revel in the heady aroma of
such classics, so with this said, I await future volumes from
Capcom with much excitement. SJ
fectly. The first thing you notice is just how incredibly challenging
the games are. The initial difficulty will be a sharp reminder for
older gamers of just how tough those old arcade classics really
were. With cruel midway points, relentless bosses and insane
time limits, you will soon be wondering
how you ever completed them back in the
day! Ghosts and Goblins remains a superb \
(A) Ghosts and Goblins was the one that
kicked it all off (B) Arthur prepares to nuke a
bunch of undead reapers with his golden
armor powerup (C) Super Ghouls and Ghosts
appeared on SNES but was still awesome!
Search for sunken treasure in Konami's underwater exploration game
■y he tale of Titanic seems to be spawning a shoal
I of underwater exploration games, and Dolphin’s
yni Dream could be the best so far. You are young,
trea-
PNT sures the Gigantic
lUj^L Matilda. You by recovering
from the ocean floor caverns.
By selling the treasures you find, you can afford to
buy items such as harpoons, wet suits, oxygen tanks
and even underwater mobile vehicles. The game has
totally subtle sound-
reasonably graphics.
Sometimes the graphics engine struggles with map-
ping and clipping but these are small discrepancies
- especially when you are caught in an underground
current that sends your body spinning out of control, *' - '
^^^PHB^and you wind up in a chamber swimming with two
large Great White sharks! While not being the most ■{
advanced game graphically and aurally. Dolphin’s —
Dream is a highly enjoyable walk through some aspects of a world that very few of us will
ever see in person. 1 nearly forgot, but the dolphins are your friends! They will help you out
WOILDH. .0010.010. •7U. 000 67
The year is 2046. Military and
space suppliers. Machinery Gear
Inc., has a crisis on its hands. The
privately owned Togusa building
has been taken over by terrorists.
An ex-employee named Miguel
Crawford leads the gang. It is still
unknown what the intentions of
the terrorists are, but seeing how
the R&D section of the company is
concerned with advanced military
hardware, the future doesn’t look
too bright. Crack SWAT team mem-
bers Alex and Michelle are
assigned to neutralize the situa-
tion. Featuring pre-rendered loca-
tions similar to the Bio-Hazard
series and a comprehensive con-
trol and combat system, this looks
like it could be huge. More Info
soon. H
(A) Dramatic cut scenes lead John Cave into each new
mission. (B) Pick up spears for your harpoon gun in
order to defend yourself against sharks. (O Stock up
on essential ocean-going garments from this bloke.
0 ) You can see a trapped diver, but how the hell do
you free him before he drowns?
WORLD REPUBLIC SAYS "An atmospheric descent into the depths, and certainly the best undersea adventure to date.
1 WORLD REPUBLIC SAYS
"An absolute classic compilation of Capcom's finest platforming days. Arthur is kingl" A I
WORLD REPUBLIC REVIEW • developer/publisher KONAMI • available in japan NOW
DOLPHIN'S DREAM
PlayStation
S ir Arthur’s video gaming adventures are now as legendary as
his heroic deeds of yore, and so Capcom of japan have
released the next in their promising Generations collection for the
32-blt community to prove that retro games are still as popular as
ever. V0I2 sees the Ghosts and Goblins trilogy reproduced per-
challenge, but with the addition of Ghouls and Ghosts, and, of
course, the Super Famicom Super Ghouls and Ghosts, you will
soon be guiding Sir Arthur through familiar terrain and assaulting
those nasty hell-spawn! Other features on the disc include origi-
nal artwork galleries, cast members, profiles of the games and
Capcom Generations ¥ol 2 €> Capcom 1998. Dolphin’s Dream G Konaml. 1998. Hard Udfit Gtntdoflis U
republic I page 110
WORLD REPUBLIC REVIEW • developer/publisher TOL
ADVANCED VG 2
2D hand-drawn anime style ladies out for blood - Advanced VG continues to thrive in Japan, but should you?
r fighting - as old as the dinosaurs
and as much fun to watch. If you’re up
for such quality entertainment there’s none
|n|HPI|||HiP much better than Advanced VG 2. All of the
P ^ elements that make up a good 2D fighter are
present and accounted for in this anime-
inspired chick brawl, including a vast assort-
ment of splendidly drawn anime-style babes,
accurate collision, a plethora of unique
moves, and a gauge to build up and unleash
nasty super attacks on your opponent, sucking the color out of their life
bar like a vampire in a blood bank. Accompanying the super attacks.
Advanced VG spews some convincingly realistic light explosions that
contrast the hand-drawn nature of the game nicely. While not on
par with Capcom’s best in terms of animation, the movement in
VG2 is good overall, although not as fluid as I deem necessary
in terms of buoyancy, if you know what I mean. Undoubtedly
fans will be quite happy with this installment of VG, while hard-
core fight fans will likely BCLfF 1 1 1 Ufl
hold out for the upcoming
Marvel
(A) Rapid-hitting
special attacks are
standard (B) Skirts
are flying, and suc-
cessful hits sparkle
with an impressive
explosive shower.
vs. Street Fighter
game due out Oct. 23.
We’ll review that game in
the January World
Republic, f
There’s nothing like the feeling of
drifting sleek racing cars from one
corner to another along a winding
road, and your ability to perform
this exciting maneuver is essential
in this game. While the graphics
and various game modes are sim-
ply standard, the Story mode (not
usual for a racing title) is amusing
and entertaining, and includes the
excitement of driving a vacuum
truck to a disposal facility for a dri-
ver stricken with diarrhea!
However, the viewpoints and
sound need improvement, as the
first-person view is much higher
than the actual view, and the gear
shifting sounds are terrible. This
needs more refinement. C-
WORLD REPUBLIC SAYS "A solid 20 fighter with good animation
but with Marvel vs. SF so close, this one's for fans only." C+
lEVIEW • developer/publisher KONAMI
These fists of fury are sacred! Can they leave a mark in a well-worn genre?
K onami’s been working their magic on the ’
PlayStation these last couple of years, and it
is perhaps somewhat surprising that they’ve
waited this long to attempt a one-on-one 3D
Kensai: Sacred Fist is ^
fighter on the system,
coming at the end of this year, and thankfully. It’s
not from the same team that brought you the
dreadful G.A.S.P. (Deadly Arts) on N64.
Developed at Konami’s Tokyo studio, Kensai is ^ ^
said to feature over twenty characters, and judg-
ing by press materials, four of these will take center stage. There’s Allen, orphaned
since birth and with a big chip on his shoulder, Hong Yuli, a disciple of a druken master,
Yugo Sangunji, a karate master on a quest of self discovery, and the young Saya, who is
on a quest for her father.
With the 3D-fightlng genre so mature, look for Kensai to feature some innovative
gameplay with a unique counter system that puts the emphasis on a more realistic style
of fighting action. We’ll be bringing _
you more on this promising title as it
becomes available.
Should you be on the market for a
decent (rather than mediocre) racing
title, may we suggest a spot of Rally
De Africa! This doesn’t cut it.
(A) Characters have some similarity with some of
Hollywood's more colorful fighting superstars.
Allen has a Crow-like quality. (B) Douglas, on the
other hand, is a Steven Segal if ever we saw one.
C Atius. 1998.
GAME BY ATIU$
EHI' H'i|
page 111
world republic
WORLD REPUBLIC PREVIEW * developer/publisher OINKI
TAMAMAYU MONOGATARI
Incredible animation scenes and lush game graphics couid make Tamamayu Monogatari an unforgettabie title!
WMUBWV .0010.2310. MOM 220.64
PLAYSTATION REVIEW
MAGICAL MEDICAL
game by KONAMI
Have you ever thought about how
viruses affect your body and how
your body reacts to it? You will
after playing Magical Medical, an
excellent glimpse of immunology
in RPG form with cute graphics.
Your mission is to eliminate for-
eign objects that enter a patient's
body with the help of T-cells and
Macrophage, as well as obtain
information from the cerebellum
and create some of your own pow-
erful antibodies to repel viruses
efficiently. The uniqueness of the
game sets it apart. Considering
the cute graphics, this is good for _
educating and entertaining chil- ^
dren, but the title is interesting for
adults as well. B
GORGEOUS STREET
GAME BY ENIX
Adwanced VG2 C TGL. 1998. Kensai © Konami. 1998. Torque Max 2 © Atius. 1998. Magica
Tamamayu Monogatari © Benkl. 1998. ItadakI Gorgeous Street © Armor Project/Tomcat System/Shlnsuke Okawa/Enlx 1998.
F ollowing on from last month's news
report, we can now bring you more game-
play details of what promises to be one of the
most eagerly awaited video games in Japan.
The story develops around the main character
Lebant (the master of Mayu), who has the
ability to capture the evil spirits, and a girl
called Marbu (of the Nagi people), who has
the ability to purify the evil spirits. After cap-
turing an evil spirit, they must be purified by
facilitating the emotional and spiritual pow-
ers of a Nagi female (in this case, the player
uses Marbu). Once a spirit has been
cleansed, its powers may then be harnessed
in a battlefield environment to aid our heroes
in their quest. Each spirit has its own unique
special power or magical ability, and they
even gain experience and develop skill levels
when engaged in combat. These entities are
the key to defeating the more powerful evil
spirits that the heroes would not usually be
able to defeat by themselves. As the player, you will need to understand the
characteristics of your pure, captured spirits, and you must be able to employ
certain tactics if they are to be triumphant against foes. One way to enable the
spirits to become more powerful is to use a technique that physically com-
bines two or more together. Their appearance will change and they may even
develop totally new skills or powers, depending on what their original abilities
were. The key to winning is to find the best combinations and the most effec-
tive balance of power and skill for the spirits to really succeed. Tamamayu
Monongatari features exquisite, fully rendered backgrounds and utilizes poly-
gon-modeled characters and enemies. Through interaction and conversation
with other characters met in the game, players are able to glean important
information that is vital to the
success of the mission. Combat
takes place using a command-
input turn-based system, which
gives the player a distinctive, real-
istic battle experience. There is a
very exciting buzz in the air for
Tamamayu Monongatari; we’ll
have an update of this possible
masterpiece next month. =1'
(A) The in-game anime is stunning to
say the least; in fact, it is likely the
highest quality ever seen in a game! (B)
The blending of rendered backgrounds
and meticulously detailed polygonal
models is compounded by excellent
animation. (Q Even close up the mod-
els retain exquisite detail.
(D) Leaving nothing to chance,
Genki are obviously including
advanced pyrotechnics and
extreme effects into the battle
engine. (E) Another example of the
modeling prowess on hand. (F) A
bird’s-eye view of a village no RPG
fan can wait to thoroughly explore!
(G) Rivaling any RPG to date in terms of detail,
shops and other village locales look amazing
inside and out.
PLAYSTATION REVIEW
Essentially, a multiplayer board
game where you try to buy out all
the businesses you land on. The
more you have in total assets, the
better the chance of winning the
game. Up to four players can play
the game (or lone gamers can play
against Al). The interface is well
designed (except for rather primi-
tive graphics), and the fact that
the game is suitable for a party
means the mediocre graphics can
be disregarded somewhat. The
most important point is whether
or not the game is fun, and provid-
ed you read Japanese fluently and
enjoy playing board games on
your PlayStation, it is - thanks to
the ingenuity of Yuzo Horii, a cre-
ator of DragonQuesf. B
world tepuhWfi
page 112
WORLD REPUBLIC INTERVIEW
OF THE KING'S FIELD SAGA FROM SOFTWARE
SHINICHIRO NISHIDA (Associate General Manager) Section 2 CS Development Team
YASUYOSHI KARASAWA (Associate General Manager) Section 1 CS Development Team
TOSHIFUMI NABISHIMA (Chief) Production Division
When was From Software Founded?
It was founded in 1986, but at that time we were only mak-
ing home application software such as accounting pro-
grams. We started producing game software four years
ago and our first title was King's Field. We’re still making
home application software now, but our core business has
become game software.
Why did you decide to start making games?
When we were making home applications there would
sometimes be periods of free time between our cus-
tomers’ orders where we had no work to do. Of course we
couldn’t sit around doing nothing, so we sometimes wrote
PC games. Anyway, at the time when the 3DO, Sega Saturn
and PlayStation came out we decided to have a go at pro-
ducing a game for real. In the end we chose to develop on
the PlayStation because
it had the highest spec.
What influenced your
choice to make a dun-
geon-based RPG?
Up to the release of the
PlayStation, we’d only
been using 16-blt PCs, so
we hadn’t created any
games using polygons.
However, at that time we
really liked a game called
Wizardry and we thought
that this kind of game
would be suited to the
PlayStation’s polygon
ability.
How many people do you
have developing games?
In the beginning there
were only three of us
making games. That rose to seven for King's Field and now
we have about thirty people working just on games. From
hereon we’ll probably grow a little larger, but not much.
What’s your production setup?
Currently we have four production lines who are all active
In game development. Each one Is working on a different
project. That doesn’t mean that they will all be able to pro-
duce a game we can sell, but they are always working on
something. However, we couldn’t release four games at
the same time. We are slightly limited by our CG movie and
sound sections, which means that we have to offset our
releases. But each line can produce one title a year, so we
can release a game every three months or so.
THI TALINT BEHIND FROM SOFTWARE
From the left, Toshifumi Nabeshima, Shinichiro Nishida, and
Yasuyoshi Karasawa. All From Software titles have involved these
chaps in one way or another. Amongst other things they have been
responsible for the classic King’s Field saga, the Armored Core
series. Shadow Tower and their most recent release. Echo Knight.
What’s next from From Software?
Your past games have mostly been concerned with char-
acter development and exploration in an RPG sense. Will
this continue, or do you have plans to diversify into dif-
ferent genres?
We’d like to do both. We’ll certainly continue the King's
Field kind of game but we’ll also try to create new titles
such as Armored Core. I think we’re certainly capable of
creating equally good games In different genres.
Will any of your future titles be available on other for-
mats, or are you exclusively developing for the
PlayStation?
Even though we’ve been working all this time on just the
PlayStation, it doesn’t mean that we are a PlayStation-
only company. Of course, we have a very good relationship
with Sony but we aren’t limited to just their hardware for-
ever. The PlayStation era will end at some time.
When you were creating King's Field, did you expect it be
such a hit?
To tell the truth it sold about twice as much as we thought
it would. However, we did expect that it would become a
series, and even while we we working on the first King’s
Field we were thinking about King's Field //.
How did you come up with the name for King's Field?
Actually, when one of our directors was in England he
found a golf club called King’s Field. As soon as he saw
that name he decided that it was going to be the title of
our first game. At first some of the gamers commented
that the name lacked impact, but most people have
become used to it by now.
Will the King's Field series always be a dungeon RPG?
As long as it’s on the PlayStation, then it will always be a
3D dungeon game. As for how it will appear on another
platform, I don’t know.
With Shadow Tower, has the King's Field series come to
an end?
The King's Field era hasn’t finished yet. We still want to do
another King's Field, but for King's Field 4 we need a
marked difference between it and the previous episodes -
even more than Shadow Tower, which would be difficult.
It’s very likely that we’ll release it on our next platform.
Will Shadow Tower become a series just like King's
Field?
At the moment we have no such plans at all. Originally we
wanted to make Shadow Tower scenario one in a new
series instead of continuing with King's Field. However,
although we kept saying that it was different from King's
Field, it was unfortunately not different enough. Many
KING'S HELP gPA HASN'T riNISHBD YET
want to do another King's FleU, but for King's Fieid 4 , we need a marked
difference between it and previous episodes - even more than Shadow Tower...
page 113
world republic
A LOT PimPgMT
polygons. This meant that in
the rooms we couldn’t, for
example, add a table that had a
drawer in it which could be
opened. From this limitation we
experimented to see whether
we could create this kind of
detail in a game. Once we had
proved this could be done, we
then decided to make this kind
of game.
MR NISHIDA REVEALS FUTURE FROM SOFTWARE TITLES
Fans of From Software will be pleased to hear that a fourth episode of King's Field is planned.
However, the developers are unsure as to which platform it may appear on. Dreamcast maybe? Sega or
Sony's next system is also the likely choice for the Armored Core 2, although another enhanced
Armored Core is planned for PlayStation sometime next year. From Software also revealed that they
have three other projects is some stage of development. What could they be?
users considered it to be equivalent to King*s Field 4.
Is the Shadow Tower CG engine the same as the one in
King*s Field?
The base is the same but we improved it considerably. The
engine we created for the first King's Field was very good
and we’ve used it as the base in all our games, including
Armored Core and Echo Night. Of course, we make
changes to the program to accommodate the different
data, but the basic logic is the same.
Armored Core was a big departure from your hit RPG
series. Were you worried that your fans wouldn’t like it?
Sony actually said to us that a robot fighting game would
have a much smaller base market for our target user, and
that concerned us. However, while creating /Irmored Core,
we genuinely enjoyed playing with it and we were fairly
confident that it would do well, and when we showed it at
the PlayStation Expo, we received a lot of positive feed-
back from the gamers.
When can we expect to see Armored Core 3?
Actually, Project Phantasma wasn’t really Armored Core 2.
The story for the first Armored Core was a little fragment-
ed, so we made a more complete version with Project
Phantasma. Armored Core 2 will be a lot different. We have
a lot of ideas we would like to put in, such as having the
mechs being able to transform into planes, but this kind of
feature is really processor intensive and would be difficult
on the PlayStation. We might wait and do it on another
platform. Instead, our next game will be another improved
Armored Core sequel, which we'll probably release in
March of next year.
Echo Night, much like Armored Core before it, is a very
unique game for From Software, where did the inspiration
come from?
in the beginning it wasn’t an actual game that we had in
mind. In King's Field there are a lot of enemies around and
various magic being employed which all take up a lot of
Did you decide on the game’s
theme before the Titantic
movie was released?
Most adventure games tend to
be situated in large Western-
style mansions, so we wanted
to do something different. One
of our ideas was for a ship,
which is the stage we eventual-
ly chose. After that, while we
were still in development, we then heard that Titanic was
enjoying a lot of success and at that time we wondered
whether or not it would come to japan. In the end, it was
actually a very good reference for us because it portrayed the
items of that era very accurately. However, it didn’t influence
our story.
Has the team who created Echo Night worked on anything
for From Software before, or was this its first project?
At first there was just one team for King's Field. Then we split
this team into two and increased their numbers. Then later
on we split these two teams again and enlarged them with
new staff. Thus, there are both new people and people who
have worked on the King's Field series in this team.
Thank You.
■'■'•it
f ■■
*
.4
: *
m
THE SOFTWARE OF FROM SOFTWARE
Starting with the acclaimed King's Field
(right), From Software have always been at the
entertaining edge of game creation, pushing
their 3D graphics engine as far as it could go.
This resulted in more often overlooked clas-
sics, such as Armored Core (above) and the
deeply atmospheric Echo Night (above right).
But now. From Software have reached the lim-
its of the PlayStation, feeling that their gaming
vision is better suited to a more powerful con-
sole... such as the Dreamcast.
We have a lot of ideas we would like to put in, such as having the mechs being
able to transform into planes. We might wait and do it on another platform.
Vibrantly colored and highly detailed through-
out. The attention to detail never waivers.
Animation: Good overall.
Dubbing: The Airbats being Japanese don’t
sound so, but otherwise a fitting dub.
Soundtrack: Nothing to write home about. It fits
the action well though. ’80s rock, Top Gun style.
Fight Scenes: Excellent dogfight scenes once
again. Check the lighting during loops and spins.
Very nice.
Highlight: Love those hot springs!
Final analysis: Although not quite on par with
episode one in terms of comedic value, 2nd
Strike successfully delivers more excellent mili-
tary mayhem, comedy, and camaraderie. It’s a lit-
tle touchy feely at the end, though.
some of the
characters’
voices seem a
little too seri-
ous. There is
even a slight
lisp in there!
Soundtrack:
An excellent
classical score mirrors the high adventure on
screen.
Fight Scenes: Very good action and fighting
sequences, with the fighters performing their
signature moves, but these scenes tend to be
few and far between.
Highlight: jack the robot takes out some
P.jack enemy robots in style. There are also
some cool, but brief, CG sequences.
Final analysis: A fair attempt at making the
transition from game to movie. 1 would have
liked to see a little more of each character, but
it was an acceptable attempt, and can only get
better in the future. ★★★
801 T.T.S. AIRBATS 2ml STRIKE
Original Japanese Release: igg6 Tosimitsu
Shimizu/Tokuma Shoten - JVC
Released in America by: A.D. V. Films
Length: 60 minutes
Dubbed in English
Action/Comedy
Review by Dave Halverson
Story: On their way to the base to
host the Thunderbirds - world
renowned aeronautical acrobats -
the Airbats go for a little R&R at a
hot springs resort that turns out to
be haunted - hijinx ensue. Later, the
Airbats and Thunderbirds lock horns
as things back at the base get
a little, no, a lot, out of hand.
It’s the U.S. vs. japan in a no-
holds-barred chick war!
Character design: Excellent.
TEKKEN: THE MOTION PICTURE
Original Japanese Release: 1997 Namco
Ltd. /ASCII Corp./Sony Music Entertainment Japan
Inc.
Released in America by: A.D. V. Films
Length: 60 minutes
Dubbed in English
Action/Fighting
Review by Bryn Williams
Story: Based on the highly popular
fighting series Tekken from Namco
for the Sony PlayStation comes a
tale of family betrayal and dishonor.
In the beginning, the evil Hiehatchi
Mishima, head of the Mishima
Corporation, teaches his son Kazuya
a life and death lesson. Kazuya man-
ages to survive the hideous attack,
and vows to get revenge on his
father. Many years pass, and the
Mishima Corporation grows into a
worldwide military R81D center.
Local police become suspicious of the activities
occurring on Mishima island, and send in two
field operatives to investigate under the guise of
entering the Iron Fist tournament, held by the
Mishima family. Then the fun really begins.
Character design: Reminiscent of the Street
Fighter series. Quite normal and realistic for the
most part.
Animation: The overall animation quality is pretty
much standard. Slightly better than the Street
Fighter series overall, and better during fights.
Dubbing: Reasonable western voice overs, but
DIRTY PAIR FLASH MISSION 3 ACT 1
Original Japanese Release: 1997 Takahiho &
Studio Nue - Sunrise Released in America by:
AD.V. Films
Length: 90 minutes
Dubbed in English
Action/Adventure
Review by Dave Halverson
Story: As Act 1 opens, the
plane Kei is on is mysteriously
attacked and goes down in
rugged snow-covered terrain.
The sole survivor, Kei barely
escapes with her life and man-
ages to rescue a baby. Little
does she know that the little
tyke is involved in a web of deceit that his enemies
will kill for. Mommy and daddy are already dead!
Episode 2 revolves around a psychotic little girl
carrying out a hit out on the Dirty Pair (can you
imagine!?) and
Act 3 has the
Pair going
under cover as professional Beach Volleyball
Champions! Love those leotards!
Character design: It doesn’t get much better. Not
only are the characters a delight but the different
types of craft and architecture are also stunning.
Animation: Very good. The
first episode actually harness-
es the best of the series thus
far. A rarity.
Dubbing: ADV continue to
improve the series as it
evolves.
Soundtrack: Slightly cheesy
but it fits the action rather
well.
Fight Scenes: Guns, guns,
guns! The bullets fly often and
in excellent visual style.
Highlight: Remember the first 20 minutes of A
View to a Kill! They do an excellent rendition in
episode 1. The huge killer teddy bear ain’t bad
either!
Final analysis: This is the best Dirty pair I’ve seen
yet. The stories are getting better and the quality is
actually improving. All three
episodes contain brief nudi-
ty, so kiddies beware.
★★★★
CUTEY HONEY VDLUME 2
Original Japanese Release: 1994 Go Nagai/Dynamic
Planning Inc. -Toei Video Co., Ltd.
Released in America by: A.D. V. Films
Length: 60 minutes
Dubbed in English
Action/Adventure
Review by Dave Halverson
Story: Cutey and the Hayami Family continue their
assault on the shapeshifting Dolmeck army, but
when Cutey’s weakness is exploited, the Family loses her
forever. Or do they?
Character design: Classic style, very well drawn and ani-
mated. As usual. Grandpa’s teeth take center stage and
mere mortals transform into hellaciously deviant beings.
The producers have done a fantastic job bringing the clas-
sic art into the modern day. Highly sexual.
Animation: Cutey's transforma-
tions are, as usual, spectacu
lar, exhibiting the highest
quality imaginable. Overall
the entire 60 minutes is
animated extremely well,
although the concert
scenes feature some
repetitious moments.
For a truly seamless
experience, check out
the end of the opening cred-
its.
Dubbing: Good overall. ^
Soundtrack: Cutey Honey
features a Hollywood-style
action-movie soundtrack.
Spared no expense.
Fight Scenes: Clothing sheds,
shapeshifting demons and vio-
lence swell out of control.
Cutey’s fights are spectacular and
highly demonic. ^ ^
Highlight: The final battle between
honey and Dolmeck. ' ^
Final analysis: The more 1 watch Cutey
Honey the more I like it, although I really
don’t care for older character design. It is so
wonderfully over the top in its sex and violence
and features such creative demon elements that
anyone will be able to resist its appeal.
doubt
Only a coward would
strike from behind...!
'Escaflown^.
Story: Hitomi Kanzaki, a popular high
school girl, seems normal in every way.
She runs on the track team, has a crush
on the campus jock, and happens to
enjoy reading tarot cards. However,
Hitomi begins to harbor wild visions of
a time and place she does not know.
When these visions take shape and
invade our world, her life is changed
forever as she is whisked away to a
land where the earth is but one of two
moons. Together with Prince Van,
whom she meets here on earth in a
dragon battle that you’ll want to watch
a hundred times, she embarks on her
first of many adventures in Fateful
Confession - the first act in tape i,
which covers four episodes.
Character design: Probably the hottest
mecha designs Tve ever seen along
with an overall style that blends every-
thing I love about anime. The dragon in
the first act is one of the coolest things
I’ve ever seen in an animated feature.
Animation: Years in the making,
Escaflowne features countless scenes
of seamless animation. Even when the
story is calm, the utmost care is taken.
Spectacular.
Dubbing: Available online only thus far.
Escaflowne is currently only available in
Subtitled form, although a dubbed ver-
sion is planned. Don’t wait.
Soundtrack: Excellent. The highest quality
available.
Fight Scenes: Truly a thing of beauty.
The sword play and mecha battles are
breathtaking.
Highlight: To many to list. This whole
tape is a highlight.
Final analysis: joins Akira, Wings of
Honniamise, Evangellion, Memories, X,
and Ghost in the Shell in anime heaven.
A treasure that I will unearth often to
remind myself that human creativity
can still uplift, and take us to a higher
place. Skip that network crap for one
night and see what I mean. ★★★★★
VISION OF ESCAFLOWNE
Original Japanese Release: 1996
Sunrise
Released in America by:
AnimeVillage.com
Length: 98 minutes
English Subtitles
Adventure Drama
Review by Oave Halverson
-prom creative team tl^at l>i»oog^it 40U SAILOR MOON I
'\p<^lyo|utip^a^y QJrl
'*...LJten<a ic a krecitli of fresli
a\r and a great occasion to ?ee
wliat recent ffliojo-rtqle anime /
looltff an J feel? like.
A\ ABSOLUTE murt!"
^i^ocu/fctn*e AJJicis'
Ut ena lica? it cill.
Pacsrion. Paitli. A s-ence of
jurtice... and an enigmatic ring.
"But ste still strives for tU
impossible: To become a prince
berself as sbe duels to protect
tbe mysterious Rose Bride.
www.software-sculptors.com
AOL: Japanimation Station^'^
Keyword: Japanimation
To Order Call:
Mangamania^^ club of America
1-800-626-4277
f
^ SOFTWARE
• SCULPTORS
Available at all participating locations
SUNCO/IST
MOTION PICTURE COMPANY
We Know Movies
and other fine stores.
Crest of the Rose
Available Now!!
All four releases available
dubbed and subtitled.
Dubbed Price: $24.®®* each
Subtitled Price: $29.®®* each
Collector's Boxed Set Also Available!
‘Suggested Retail Price (prices may vary in Canada). Action/Adventure. Original Japanese language dialogue with English subtitles. English language dialogue (dubbed). Unrated. Suitable for
most audiences. ©1998 Central Park Media Corporation. Original Japanese version "Revolutionary Girl Utena" ©1997 B-Papas/Chiho Saito/TV Tokyo/Shonenn linkai. English version ©1998
Enoki Films USA, Inc. Software Sculptors and logo are trademarks of Software Sculptors, Ltd. Mangamania and logo are trademarks of Central Park Media Corporation. All rights reserved.
anime republic I page 118
Dubbing: Saber
Marionette j is currently
only available in subtitled
form, though a dubbed
version is planned;
however, I don’t see
how anyone could
ever mimic Lime.
Soundtrack:
Cheerful and
happy. Matches
the story very
well.
Fight Scenes: Much atten-
tion is paid to the action and
fights in SMj. They are fast
paced and excellently execut-
ed.
Highlight: Don’t get Lime dirty...
Final analysis: I waited two
years for this one to come out in
the U.S., and it was worth the
wait. 1 love these characters
and this whole series.
★★★★
SABER MA/tlONEnE
Original Japanese Release: 1996 Satoru
Akahori-Hiroshi Negishi- Tsukasa
Kotobuki-Kadokawa Shoten/Bandai
Released in America by:
AnimeViUage.com
Length: 100 minutes
English Subtitled
Action/Comedy series
Review by Rave Halverson
Story: Japoness is a society made up
completely of males, the only female
element being high performance
androids, or “marionettes.” As our
story opens, we meet young, hard-
working (he sells fish) Otaru who nor-
mally could never afford a marionette
of his own. When he is swept away by
a fast-moving current and wakes up in
front of an ancient museum, he acci-
dentally awakens Lime and, like it or
not, now owns a super marionette as
we soon find out the likes that
Japoness has never seen. Meanwhile
Lord Faust and his cyber dolls are plan-
ning some sort of global domination.
Matters get worse when Otaru awak-
ens a second marionette. Cherry. You
can guess the rest.
Character design: From the master of
Toshinden and Go Kaiser, this is the
work of Tsukasa Kotobuki.
Animation: Originally a TV series.
Saber Marionette j features fair to
DEAD ZDIME THE WORLD’S THE TREE OF MIGHT
STRONGEST
SUMCO/IST ^
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The Ginyu Force
Volume16
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Dragon Ball Z Movie Box Set
Featuring the english versions of
each uncut movie, a starter deck
for Dragon Ball Z Ani-Mayhem, a
poster featuring the box art,
collectible cards from Amada,
and a mini-action figure! All for
$ 59 . 98 !!
Super Saiyan!?
^.^Volume 17 - Episodes
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Call Pioneer Customer Service at 800421-1621 for more information or check out our new website: www.pioneeranimation.com
VHS ■ English Dubbed $19.98 iwmiiooi
VMS ■ English Subtitled $24.98 immiiosi
DVD - $29.98 iPOMiiovi
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VIDEOS FROM TH
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approx $5 min. ea
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DRAGONBALLZ #1
ARRIVAL
DRAGONEWLLZ #4
PENDULUM ROOM
DRAGONBALLZ #2
THE SAIYANS
DRAGONBALLZ #3
SNAKE WAY
DRAGONBALLZ #7
DESTRUCTION
DRAGONBALLZ #8
SHOWDOWN
DRAGONBALLZ #10
REBIRTH
All Dragon Ball 2 characters, names, logos and images © 1997 BIRD STUDID/SHUEISHA, TDEI ANIMATION
Licensed by FUNimation Productions, Inc. All Rights Reserved.
SLAYERS: DRAGON SLAYE
Original Japanese Release: 1996 Kanzaka Hajime-Araizumi Rui/
Slayers production commitee
Released in America by: ADV Films
Dubbed in English
Action/Adventure
Review by Dave Halverson
Story: First, a nutball alchemist, Chimera, wants to use
Lina’s head on a hideous beast he’s creating. Lina, of course,
has other plans for her head. What’s this? An army of Nagas!
That laugh! Argh! Will Lina become a mere ingredient? Will all
those Nagas ever shut up? Next up Lina and Naga take a job
training a mama’s boy Oeffrey the scrawny) to become mem-
ber of the royal guard. Jeffrey’s, er, mommy, a fat, insane,
beast of a woman, wreaks havoc in highly comedic fashion.
She’s tons of fun!
Character design: The absolute best there is. Pure mastery.
Animation: Excellent. The best you’ll find this side of a major theatrical
release. Better in episode 1 than 2 but excellent overall.
Dubbing: Surprisingly high quality. ADV does Slayers complete justice.
Soundtrack: Again, simply the highest standards are adhered to.
Fight Scenes: Spellbinding. Lina and Naga unleash the usual
earth, wind, and fire.
Highlight: In a spectacularly animated sequence, an army of
Naga rise out of a fountain.That’s a lot of breast action!
Final analysis: So far, ADV’s two Slayers releases - Dragon
Slave and Slayers the Motion Picture - rank among this year’s
best releases. It’s easy to see why Lina and Naga remain two of
anime's brightest stars in both japan and the U.S. Dragon
Slave comes highly recommended - it’s funny, action packed,
and splendidly written, acted, and animated. Do not miss it.
Heeere’s Josephine!!
POKEMON I CHOOSE YOU PIKACHU!
Original Japanese Release: 1995 Nintendo/Creatures/Game Freak/TV
Tokyo
Released in America by: VIZ VIDEO
Length: 75 minutes
Dubbed in English
Fighting/Action for kids 3 & up
Review by Dryn Williams
Story: Ash Ketchum has just turned 10, and so his dream to be
the world’s best Pokemon trainer can finally be realized. He
gets his first Pokemon and license, and begins the epic task of
finding and defeating all 150 Pokemon that are known to exist.
Ash somehow manages to be late to the first day of training,
and subsequently misses out on selecting one of the three
Pokemon available to beginners, instead, he has to accept an
electric mouse called Pikachu. The pair don’t get along to well
at first, and Ash’s attempts to capture wild Pokemon like
Pidgee and Caterpie fail miserably, but soon enough Ash and
Pikachu get into all kinds of dangerous situations, such as
meeting the evil Team Rocket (Pokemon kidnappers).
Together, they set out on a huge adventure as they try to
become Pokemon masters!
Character design: Based on the Nintendo GameBoy classic, all the char-
acters are exceptionally cute and lovable, especially Pikachu (I want
one!). Ash and friends are well rounded characters and Team Rocket are
sufficiently camp and evil.
Animation: Standard TV-quality animation, featuring exceptionally
vibrant color and great battle sequences.
Dubbing: The dialogue is excellent, and never irritating. Of course, the
Pokemon make downright huggable cute noises.
Soundtrack: Great music. There’s even a Pokemon rap which mentions
all 150 Pokemon!
Fight Scenes: The sequences between battling Pokemon
really made me want to pick up the game and play!
Everything is executed in true anime style, with special
attacks and effects everywhere.
Highlight: When the overconfident Team Rocket get
thrashed by a weak and feeble Caterpie, owned and trained
by Ash!
Final analysis: While this is obviously aimed at a very young
audience, there are aspects that appeal to everyone, given
the Japanese nature of the characters and the Pokemon. It’s
like those excellent cartoon series you watched when you
got in from school. Fantastic stuff indeed.
■ *
A
:
anime top five
TOP rxsie nnizme
A.D.V. FILMS
GRMER5' REPUBLIC
RERDERSTOP FIVE
eRlfERSf REPUBLIC
o. Haisierson
TOP FIVE PNIME CONTEST!
This Month’s Winners:
1
1. Evangelion (series)
ADV Films
2. Ninja Scroll DVD
'
Manga
1
3. Sailor Moon
Die
4. Macross Plus
fft*"
Manga
Ml
5. Ruin Explorers
ADV Films
G. uluiams
1. Escaflowne - AnimeVillage.com
2. Pokemon - VIZ
3. Tekken - ADV Films
4. New Cutey Honey - ADV
5. El Hazard - Pioneer
Cad Broom
Vero Beach, Florida
Memo Nuche
Laredo, Texas
Congratulations to this month’s winners!
1*1. GriFFIfl
1. Dirty Pair Flash Mission 3 - ADV
2. Crystania - ADV Films
3. Golgo 13 - Urban Vision
4. Slayers/Motion Picture - ADV
5. New Cutey Honey - ADV
To enter the ADV/Oamers* Republic Top Five
Anime Contest, simply send us a list of your
favorite five anime, new or old. Make sure to
include your name, address and age, and
send it to: Gamers* Republic Top Five Anime,
32123 Lindero Canyon Road, suite 218,
Westlake Village, CA 91361. First prize is
Shinji’s EVA-oi (which stands over 20 inches
tall) and Evangelion 1 through 13W Second
Prize: Any two ADV releases and an ADV T-
Shirt. Third Prize: Any 1 ADV release. All
three winners receive a GR subscription. For
your free ADV catalog (and this is one cool
catalog) write to: AD Vision, 5750 Blintiff
U217, Houston, TX 77036,
[ No purchase neces
prohibited, not responsiO..
damaged t&mage, sar speurr uf.
tell me right now!? d'ya hear?
now.. ..Bay 12 please...
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SQUARE. X Square. L 2 . Circle
Play AS Helicopter
Enter Triangle, LI, Rl, x L2. L2
Double PICK-UPS
^^^^^^TL2. Circle. LI, RT. square
Increased armor
r UN TOPI A LEVEL
£nter X, Circle Lp y c
unoer challenge C ’ “ ^ ro enable the Funtopia
Gulch level
Enter X. Square, Circle L1 l? Rm
^CVEL UNDER CHALLENGE mo'oe. ' ^ ^^SSWORD TO ENABLE THE GULCH
Unlimited turbos
P.5SV.0.0, YouU see the bar
1 .. <£n
flLIEft SflU OER U
I ^ B«c* # sctcn
ELECT STAGE®
codes all formats
^ f| I
CCDC/Sh-I l^efOUlZH—icS
W* I
We*re back to our two-page format again
THIS MONTH, AND HAVE FILLED IT CHOCK FULL OF ,4 ''
GREAT CODES FOR YOUR PLAYING PLEASURE! :Jj’
^snclnu-
s^s3i-tiin 3ss3sins
PlayStation
PlayStation
Mode
u hear Tiff Needeu s,
player
CHEAT
names to
function,
fat mode
DISABLE COLLISION
^nter cm nohits a
Better traction
Enter FLEXMOBIU
'A/tTH REAR WHEEL 01
^F SELECTABLE.
Volcanic track
Enter CM DISCO as
^ll tracks unlock
Enter JHAMMO AS .
Helicopter view
Enter CMCOPtfp .
player name, a pink
^nd better traction
Moon track
Successfully complete the game on "Cruise The World" mode under the easy
DIFFICULTY LEVEL. THE BONUS MOON TRACK MAY NOW BE ACCESSED AFTER THE CREDITS.
player name.
Power level 1
Obtain at least 8 points in championship mode. Then, press C-Up or C-Down on
THE CAR selection SCREEN.
player name.
player name.
Power level 3
Obtain at least 100 points in championship mode. Then, press C-Up or C-Down on
the car selection screen.
Two-tone colors
Obtain at least 150 points in championship mode. Then, press Lor R on the car
selection screen.
New dance moves
Hold Start and press Square, Triangle, Circle, Triangle at the menu screen
WHEN A Spice Girl walks across the planet. Enter the television studio and
YOUlL SEE THE SPICE GiRLS SURROUNDING A GROUP OF PURSES INSTEAD OF STANDING
IN A LINE. New moves should now be available in the dance STUDIO.
o^^erwGAsAveo
Alternate title screen
Hold Start and press Circle, Triangle x2. Circle at the menu screen. Press LI
+ L2 + R1 + R2 + Select + Start to reset the game. An alternate title screen
WITH THE Spice Girls sitting unclothed behind a set of chairs will appear,
JUST LIKE THEIR LIVE PERFORMANCE OF NAKED!
page 1
music reviews
page 124
I’ve been waiting for this album for sooo long,
I love Q-Burns’ music style. If any of you sampled
his initial outing into the “Abstract Message” on the
EP, you know Mr. Donaldson is on it. His closest Brother in
Downtempo is Pimp Daddy Nash, another artist who presents
surreal, funky soundscapes on the mellow tip. Q-Burns Is a little
different, though. With “Feng Shui,” he combines a very organic
drum and percussive sound with bizarre synthy-sonic layering that will at
once have you wrapped up In the experience. Why? For
several important reasons. Q-Burns has always had a certain
identity as far as musical construction goes. He tends to begin
a track with a very clear and memorable theme - it’s the driving
force behind the song. You are convinced that with this sound the
song may never build. Suddenly, layer after layer is revealed and
smoothed over the gorgeous bass and slow tempo rhythm. He
guides each offering with genuine keyboarding skills as
opposed to random sounds merged Into rhythm. For this rea-
son, Feng Shui will never disgrace a party. It’s simply too
captivating most of the time to argue with.
Mike Griffin
SfinS
Astralwerks, Domestic
io.Qv;,
If you haven’t heard of James Lavelle’s label.
Mo’ Wax, you are either: named Jethro, love to
two-step, got feathered hair, still listen to Criie, and
drive a Camaro usually parked on your front lawn. Mo’
Wax has brought us DJ Shadow, Money Mark and UNKLE,
renown for their excellent array of artists that avoid
the pitfalls of commercial cliche. Though the album Is
an older sibling of Shadow and Lavelle’s UNKLE uber pro-
ject, Psyence Fiction, Ape vs. Mo' Wax is a different beast
altogether. Comprised of two separate CDs with (re)mixes
from the Mo’ Wax catalog, the album deftly probes various
quadrants of the hip-hop universe with more of a humorous vibe
(including a masterful sample of Ratt, samples of Tie-fighter
engine screams and tongue-in-cheek answering machine mes-
sages) opposed to Psyence Fiction’s more serious cinematic aura.
Lavelle starts things right with an excellent Dust Brothers remix
of “Money Mark’s Cry,” a soulful and beat driven track that is sure to get the kids
jumping and grandma looking to tear up a rug. What follows is a delicious buf-
fet of vitamin-fortified aural goodies from Shadow, UNKLE, Liquid Liquid
and Groove Robbers that will rock you on and on till the break of dawn.
Gregory Han
Mo’ Wax, Japanese Import
During his stint as the Antichrist
Superstar I couldn't listen to MM.
He was just too pissed off. As some-
one who also endured the rigors of
Catholic school I could understand his
rebellion - I just couldn't join it. On
Mechanical Animals, however, Marilyn has
shed the demonic persona which he used so masterfully to acquire^
superstar status, and created one of the year’s best records. As far as the ^
look goes, I dig the glam/sci fi theme he's adopted, although I find the fake^
white breasts a bit much. No one finds all this more puzzling than me, the last per- ^
son anyone ever expected to like an MM record. But one can't help but draw the vintage ^
Bowie/glam rock/metal comparisons - sensations that I once embraced, before they began ^
dying a long, slow death. Manson brings to these long-lost sounds the elements that have ^
kept them from mainstream status in the late nineties: showmanship, and a heavy (yet ^
cryptically poetic) hand. He does so with cunning elegance as well. Don't judge ^
Mechanical Animals by Dope Show - most of the songs are much better, and ^
there's only one you'll have to skip for fear of being struck by lightning^
("Posthuman"). Especially check out "Mechanical Animals," "Speed of j
Pain," "The last Days on Earth," and "Coma White.”
Dave Halverson ,
Noth ing Records, Dometic
From the Tappy-induced overkill of the storm-
ing “Main Theme,” It soon becomes evident this is
exceptional game music. The two other “Main '
Theme” remixes are an “E3 Edit” (complete with didgeri-
doo solo and authentic Japanese moaning!), and a Quadra ^
mixed six minute epic where spot effects, Japanese game^
speech and clarinet warbling combine. The rest of the In-game ^
music inspires the game’s genre perfectly. This includes “Discovery,” a
Vangelis-like watery theme (complete with radar blips and seismic percus-
sion), “Encounter,” the Alert Mode featuring an excellent orchestral pursuit,^
and the ambient machinery of “Warhead Storage,” an echoing choir with a pitter- ^
pattering snare, chirruping hi-hat, and concurrent drums to keep up the adrenaline. ^
“Mantis Hymn” is exactly as it sounds, a layered cacophony i
somber souls, while strong minor key violins of “Duel” emulate the ^
continuing chase, with the now-familiar choir closing in after you. ^
The penultimate soundscape, “Rex’s Lair,” is almost Germanic in its ^
military nature; and the final “Escape,” a frantic culmination and ^
flight into the light with a quickening tempo readies you for <
haunting Celtic melody - a traditional Irish folk tune evoking^
the power of nature. Stunning stuff.
David S.J. Hodgson^
(°irSipxM](Fhmi=i msmosUrmsCS
Konami, Japanese Imp
.iftaBBilHIW
[gamers' republic aurai reuiew
page 1 25
music reviews
Hitoshi Sakimoto’s soundtrack is perhaps the
most original ever to grace a shooter. More impor-
tant, he has scored the best shooter of ’98. If you
haven’t heard the music in the game, you might want to
invest in this soundtrack. Excellent, spine-shiver-
ing symphonic tracks abound on this fine companion
CD. Extra tracks are also present, since Sakimoto-san
made quite a bit of music for the game that didn’t make
it in. If you were to listen to this soundtrack without prior
experience with Radiant Silvergun, I’d say you might think
it’s a little bizarre in parts. Then again, just like a good film
score, RS’ music conveys emotion, adventure, even action! And
you don’t have to see the movie or play the game to feel it. MG.
Treasure, Japanese Import
Capcom’s latest arcade Street Fighter now has
^ a two-CD soundtrack, and Takayuki Iwai, Yuki Iwai,
^Isao Abe, Hideki Okugawa and Tetsuya Shibata have
''^taken the CPS-3 capabilities and created some truly aver-
^age electronic techno with little homage to a partic-
^ular character’s stage or cultural identity. A rather
^mechanical sound has been achieved, leaving you
^numbed around ten tracks into this 47-course meal of
^ mechanical electro beats fused with heavily synthed guitar
^wailings. There are some slightly older-school tunes such as
^“Mach-Smasher,” which harken back to the original SF tunes,
^ but the repetitive nature and similar resonance leaves one with a
^ tinny sensation in the ears. DSJH
TiTnyaJa rfs f a
Capcom, Japanese Import
A selection of harp, piano and violins paint an
^eerie and rather epic ambience - a descent into
•'^madness, if you will - with tracks like “Wandering
^ Ghost’’ perfectly replicating a tragic loss at sea. Shrill high
^pitched violin screeching, faint chiming, sounds of a
^ child’s music box and staccato plucking can get a little
^too intense. Later, a jazz vibe picks up, with excerpts of
^church organ recitals, but eventually the eerie clatter of
^ unnerving violins beckons you back. Although some of the
^natural sounds are a little false and electronic, there’s a high
^production value and obvious talent at work here. If you were
^to find yourself stranded on the Marie Celeste, this would be the
^ gramophone music wafting faintly over the stale sea breeze... DSJH
FROM Software In c, Japanese Imp ort
fi]
-ran* r=*tczK ^
Mui/cmow
7. V.A.S.T.
Melt into a chair listening to this superb goth-
ic/metal/ambient melee. V.A.S.T Seeps into
your mind and sets you free.
2. Marilyn Manson: Mechanical Animals
The dope show beckons. A truly addictive
record that sticks to you like a stray dog.
3. DLR Band
David Lee Roth’s indie record that smoked the
new VH, which blew chunks.
4. Madonna: Ray of Light
Hot videos and feel good electronica from the
goddess of the nineties.
5. Keoki
Highly diverse, non-repetitious, masterful tech-
amin^n=^tm
-ran* n*tc:§<s
1. Q-Burns-Abstract Message EP:
Awesome collection of early stuff and bonuses
from Os impressive repertoire of downtempo.
2. Loop Guru-Loop Bites Dog:
Another totally unique experience from LG.
Tight production, chants, beats, funky ambi-
ence. Great follow-up to their fantastic ‘96
album.
3. Kruder&Dorfmeister-DJ Kicks
Superior chill-out remixes, top-quality original
stuff, and the coolest album creation story ever.
4. Global Communication-R Metamorphosis
The best ambient album released this year by
the masters of the craft. Stunning depth.
5. Beastie Boys-Hello Nasty
Gotta' like it. The beats are nonstop, their lyri-
cal prowess never fails, and MMM kills.
^ -ran* n*taK s
HAN
7. Jurassic 5 EP:
The old-school flow and rhymes from LA's own
reawakened my taste for hip-hop.
2. Renaissance Presents [Ossia & Dawson):
The superlative compilation of British house and
trance of 1998.
3. Money Mark-Push the Button:
Pop gems from the Beastie Boys' own keyboard ter-
rorist has yet to cease to please.
4. Ape vs. Mo’ Wax:
An album that delivers the beats with more gusto
than the more-hyped UNKLE project. . .
5. Lauryn Hill-The Miseducation of Lauryn Hill:
Undeniably profound in content and delivery, defying
its mainstream appeal, Hill is the queen of hip-hop.
I
>:;V
fe: ^
h'--'
m
milimm
—IMi
c/V 76 matrix
page 126
THE NEGOTIATOR
Rated R*Warner Bros*
Available Nov 24 on VMS; Dec 1 5 on DVD
It’s the classic case of the hunter becoming the
hunted in this stylish action thriller starring
Samuel Jackson as top hostage negotiator
Danny Roman. The newly married Roman
soon finds his life turned upside down when
he is framed for murder and discovers that the
corruption comes from within his own
precinct. Someone unknown to him has been
pilfering from the fund and is trying to set
Roman up to take the fall. A desperate man,
determined not to go down for something he
had no part in (or did he?), turns the tables
and takes his own hostages, including an
Internal Affairs Cop (played by the late T.J.
Walsh). Roman insists on dealing with the
only man he feels he can trust, a negotiator
from another precinct, Chris Sabian (Kevin
Spacey).
OK, so there’s plenty of action in this movie,
but it’s definitely not your usual mindless
Hollywood car chase and explosions stuff;
there’s a real story here. The only downside
was if you saw the theatrical trailers: a case of
giving way too much away, which is something
I won’t do in this review, just in case you
haven’t seen it yet! Definitely worth watching.
OONKEY KONG COUNTRY
Now on the Fox Family Channel
Sundays at 10 a.m.
Donkey Kong gets rendered! Yes, If you
haven’t caught it already, then switch on to the
Fox Family Channel to catch Donkey Kong in all
his CG glory. The episodes follow Donkey Kong
and his pals as they take on the evil King K.
Rool and his reptilian sidekick Kremlings in
search of the Crystal Coconut. Reboot really
started something with CG animation, and
Donkey Kong is certainly impressive.
Medialab, the extremely talented company
responsible for DKC, uses a technology called
performance animation, which starts with ani-
mators making wire frames of the characters
and adding a computerized molding. Then
they give the characters textures, and they go
all out here. One Medialab rep stated “one
could even see the various strands of hair on
his fur.’’ Then real-time animation uses a sim-
ilar technique used in games like Super Mario
64 to bring them to life - only in this case, a
real guy dresses up in a skin-tight suit and
romps around a blue-screen studio (hmmm,
don’t take him home to meet Mother).
Everything is then put together to create the
amazingly fluid movement and look of the TV
series. Wouldn’t it be cool to actually have a
game that looks like this? Maybe some day.
Tolkien fans get ready! New Line Cinema has committed some
$130 million to make a trilogy of movies based on The Lord of
the Rings. The three movies, which will be directed by Peter
Jackson (The Frighteners), will be shot simultaneously early
next year in New Zealand and are slated for summer and
Christmas 2001 release.
Sonic fans who need even more
of a fix than the Dreamcast can
tune in next year for a new TV
series. Sonic Underground.
Although judging from early
pictures. Sonic looks as though
he’s put on a ton of weight -
well, he’s been off the scene for
a while, what did you expect?
We’ll have an in-depth look in
the next issue.
If you enjoyed Total Recall the
movie, then catch the TV series
coming soon. There are 22
episodes planned of this SFX-
saturated sci-fi extravaganza.
It’s set in the year 2070, and a
new interplanetary order has
taken over a devastated Earth
and a newly colonized Mars.
SOMC UNDERGROUND
TOTAL RECALL 2070
On September 25, George Lucas answered the much-asked
question: WhaUs the title of the first Star Wars episode? The
officially announced title of the upcoming first episode Is to
be: Star Wars: Episode I -The Phantom Menace. The announce-
ment followed Lucas’ previous comment that the film would
only be released to theatres that fulfilled a “quality presenta-
tion, and a positive group experience” (most likely referring to
the THX audio standard). The film is set to be released nation-
wide on May 21, 1999.
A BUG’S LIFE
PIXAR/DISNEY
RATED G IN THEATRES NOV. 25
T his seems to be the year for
computer-generated insect
movies, and A Bug’s Life takes
things to the next level. Directed
by John “Toy Story” Lasseter, the
story stars Flik, an individual
kind of ant, who dwells peaceful-
ly on Ant Island. All that changes when the
Grasshoppers, led by Hopper (Kevin Spacey), invade
to steal all the ants’ food. Flik decides to gather an
army of bugs to take on the unscrupulous hoppers,
but what he ends up with Is a bunch of rejects from
a flea circus.
Toy Story really started something, being the first
totally CG animated film. The tal-
ents behind that film have now
created an incredible looking
movie. In fact, A Bug’s Life has a
staggering 10 times more com-
puter power behind it than Toy
Story to generate the images.
The colors, textures and animation are truly amazing h
even down to the facial expressions of the creatures. It
seems no stone has been left unturned. The humor’s
pretty spot-on as well, featuring the vocal talents of
Denis Leary, julia Louis-Dreyfuss and David Hyde-Pierce.
Will this be the beginning of the end for traditional ani-
mation? Somehow, I don’t think so.
Dear Gamers’ Republic,
I would like to point out that there has TT?Sfb^en '
a game company that did not screw over its cus-
tomers in one way or another. Here are some
examples:
ATARI - 5200 and 7800: Both were not supported,
jaguar: Lack of game support.
NINTENDO - 8-bit: Their robot - it was more
money to get it and it was worthless.
16-blt - The Super Scope Six again was not sup-
ported. 64-bit: Promised quality over quantity, got
neither.
SEGA - 8-bit: Came with a gun, neither the system
nor the gun was supported.
SEGA CD - The next level? 32X? Blast processing?
The only thing that got blasted was my wallet!
SATURN - They did not support it. There are hun-
dreds of games in Japan that should have been
brought to U.S. but were not. Dreamcast: In my
opinion Sega of America has lost all respect and
trust in the U.S. Their track record speaks for itself.
So why would anyone trust a company who, when
their system does not do as well as they would like
it to, just stop game support and hose all of the
people who were dumb enough to trust them yet
again?
SONY - PlayStation: Defective run of systems, the
lens overheats causing sound and full motion
video skipping. What 1 can not understand is why
Sony would not admit there was anything wrong.
But, for 80 dollars, they will fix it for you.
COLECOVISION - Adam? Can you say doorstop.
NEC - TurboGrafx 16, and their CD add on. Both
bombs.
One of the reasons 1 wrote this was that 1 am
tired of getting burned by the video game compa-
nies doing this to me and everyone else. Also, 1
read that 32 million PlayStations have been sold
worldwide. 1 thought, yeah, but how many of those
are actually still working? 1 have enjoyed playing
video games since Pong. What we need to see is
Dear Steve,
Take a minute and look at it from another per-
spective. Video game consoles are relatively inex-
pensive compared to other forms of electronic
entertainment, and because technology contin-
ues to evolve, companies know if they don’t
answer the call, they’ll be left in the dust. So
often, the best-laid plans are never fully realized.
To some extent it is the consumer who is at fault.
If everybody ran out and bought a Jaguar or 32X or
any of the other systems you mentioned and then,
when new technology came along, balked and
chose to stick with what they had, those systems
would still be thriving and we wouldn’t be looking
at 128-bit consoles. But gamers are constantly
looking for the next big leap in technology - that
heightened experience, better than the last. Also,
think of all the excellent classics you just men-
tioned. If you really loved any of that great old
technology, it is readily available used at good
prices. Sure, in a perfect world there would still
be developers working on 8th-generation
Genesis games and the like, but sadly, there just
aren’t enough users out there to support the high
cost of developing a game. If companies didn’t
try new things that run the risk of failing, the
industry would stall. People spend hundreds or
thousands of dollars a year on clothes because
fashion evolves, and the same goes for cell
phones, micro electronic gizmos, and a plethora
of other devices. It all depends on where your pri-
orities lie. Some people still have dial phones and
some are still playing the NES because they are
either financially challenged or simply not fond of
change. The beauty of it is that in a country as rich
as ours you have the choice and options to do and
purchase whatever you want with your entertain-
ment dollar. Personally, I like my 32X, Virtual Boy,
games on all of tlm«^^Ahd, at th^amUtime, l||m
hyped for tht OreiSiicasff ife. ?
So you see, th^Te are tflo ways^^to look at it. In
your defense no one v^s as upset as I was when
Nintendo ditched the Virtual Boy, which I
absolutely love, and I’m equally upset to see
cheap N64 ports when we were promised waves
of A titles initially. But I’ll get over it.
Dear GR,
First of all, thank you for providing extensive cov-
erage of the entire video gaming world rather than
limiting exposure to what sells well. Secondly, 1
have more than a few questions that 1 hope you
can answer. 1 recently purchased Radiant Silvergun
and was pleased to see it live up to every expecta-
tion 1 had and more. 1 was wondering what signifi-
cance the hidden dogs throughout the game had. 1
currently have found only nine and have a rating of
“feeder.” Does the dog master rating have any-
thing to do with the hidden features on the options
plus screen? Also, in your recently published inter-
view with Treasure, a question was asked in refer-
ence to any title in development for the upcoming
Dreamcast to which a response of “unable to com-
ment at this time” was given. This led me to
believe (hope) that a 128-bit Treasure game was in
the works. Unfortunately, 1 have not heard any
mention of Treasure developing anything for Sega,
even rumors. Have you heard anything in regards
to this matter? Finally, on the subject of the N64, is
the low number of consoles in the Japanese market
contributing to the lackluster development of
titles? Is it just not worth it for a publisher to back
anything short of a Zelda (guaranteed sales)? 1
would hate to see another system die before we
are able to see its true power. 1 hope that you are
able to respond to my questions. 1 would like to
thank you in advance for your continuing quality
coverage of the video game industry.
—>from Chris Rul
the video game companies backing their systems jaguar, Neo-Geo, Nomad, and SNES and still play RS. 1 have serious envy for your career paths.
advertiser index
ASC Games 9
Bandai 13
Bre Software 130
CENTRAL Park Media 117
Chips n bits 128
Corner Dist. 129
Crave 3,16-17
Games Etc. 129
Innovation 45
Japan Video Games 123
Microware 39,51
Morpheus 59
Naki 11
Pioneer 119
RMC Interactive 47
Rocket Games 45
SGRL 65
Titus 15
Ubisoft BC
Virgin Interactive IFC-l
WIT 132
Working Designs 20-21,23
Dear Chris,
We’re getting tight on space but here goes.
Treasure have informed us that they are working
on a NAOAAI game (the arcade version of the DC),
which will inevitably end up on the Dreamcast,
but won’t say what it is. The tension mounts! In
regards to N64 development. Yes, the slow move-
ment in japan means less Japanese development
and ultimately less games here. It is very costly
to develop and manufacture a cartridge game and
with so many alternatives available to publishers,
Nintendo is going to have to sweeten the pot to
stay vital with the N64. On the other hand, with
RARE and first party Nintendo games selling in
the millions, and the Gameboy Color about to hit,
along with Pokemon fever, I doubt they’re very
worried about anything. Nintendo are a strange
company. We’re as curious as you to see what they
do next. Oh, and there are 30 dogs, although
we’ve only found 29. I’ll get on that one and bury
the answer somewhere next month! P.S. I accept
resumes anytime.
CHIPS&BITSiNC.
POB 234 DEPT 11079
ROCHESTER, VT 05767
INT’L 802-767-3033 FAX 802-767-3382
www.cdmag.com/chips.titml
or cam -800-600-4263
Source Code 11079
PLAYSTATION
Titu
Release
Price
Title
Release
Price
Titu
Release
Price
Titu
Release
Price
ASCII Aftershock Wheel
10/98
$49.99
Destreger
01/99
$46.99
Kartia
08/98
$44.99
Pac Man 3D
01/99
$44.99
ASCII Sphere 360
10/98
$42.99
Devil Dice
09/98
$36.99
Kensei Sacred Fist
11/98
$44.99
Parasite Eve
09/98
$49.99
Activision Ciassics
10/98
$46.99
Diabio
03/98 $36.99
Legacy Kain Soul Reavr
01/99
$46.99
Pool Hustler
10/98
$36.99
Alien Resurrection
01/99
$44.99
Dragon Seeds
10/98 $46.99
Madden Football 99
09/98
$42.99
Poy Poy 2
12/98
$44.99
Apocaiypse
11/98 $39.99
Dragon Warrior
12/98
$46.99
March Madness 99
02/99
$44.99
RC Stunt Copter
01/99
$43.99
Armored Core Proj Phan
10/98
$36.99
Duke Nukem Time Kill
10/98 $44.99
MarvelSprHero Vs. SF
11/98
$42.99
Rally Cross 2
11/98
$42.99
Army Men
12/98 $42.99
ESPN Natl Hockey Nite
09/98
$44.99
Master of Monsters
10/98
$42.99
RayMan 2
02/99
$51.99
Asteroids
11/98
$39.99
Earthworm Jim 3
12/98 $42.99
MediEvil
10/98
$42.99
Resident Evil 3
12/98
$51.99
Backstreet Biliiards
10/98
$36.99
Eggs of Steel
11/98
$44.99
Mega Man Legends
09/98
$39.99
Rival Schools
10/98
$42.99
Bass Landing
01/99 $42.99
FI Racing Sequei
10/98
$46.99
Mega Man X4
10/97
$39.99
Rogue Trip
10/98
$44.99
Battleship
10/98 $39.99
FIFA Soccer 99
11/98
$39.99
Men in Black
10/98
$44.99
Saga Frontier
03/98
$42.99
Big Air
11/98 $42.99
FOX Sports Hockey 99
11/98
$42.99
Messiah
11/98
$42.99
Shadow Gunner
10/98
$46.99
Black Bass/Blue Marlin
11/98
$44.99
Fifth Element
10/98
$39.99
Metal Gear Solid
10/98
$49.99
Shao Lin
01/99
$44.99
Body Harvest
11/98
$46.99
Final Fantasy 8
08/99
$54.99
Mortal Kombat 4
06/98
$44.99
Silent Hill
01/99
$44.99
Bomberman Phantasy Race01/99 $44.99
Final Fantasy VII
09/97
$52.99
Moto Racer GP 2
09/98
$39.99
Silhoutte Mirage
01/99
$43.99
Bomberman Worid
10/98
$44.99
Freestyle Boardin 99
11/98 $42.99
NASCAR 99
09/98
$42.99
Small Soldiers
11/98
$42.99
Breath of Fire 3
05/98
$41.99
Future Cop LAPD
09/98
$39.99
NBA Fastbreak 99
11/98
$44.99
Sony PSX 7000
06/98 $139.99
Brunswick Bowling
10/98
$44.99
G Darius
09/98
$36.99
NBA In the Zone 99
02/99
$46.99
Spyro the Dragon
09/98
$42.99
Bushido Blade 2
10/98
$42.99
Game Shark
03/96
$39.99
NBA Jam 99
12/98
$43.99
Suikoden 2
12/98
$45.99
C&C Red Alert Retal
09/98
$46.99
Game of Life
10/98
$39.99
NBA Live 99
11/98
$42.99
T'ai Fu
11/98
$39.99
CiContra Adventure
09/98
$29.99
Globai Domination
11/98
$42.99
NBA Shootout 99
11/98
$42.99
Tales of Destiny
10/98
$44.99
Cardinal Syn
08/98
$29.99
Godzilla
10/98
$43.99
NCAA Football 99
09/98
$42.99
Team Losi RC Racing
10/98
$46.99
Centipede
11/98
$39.99
Grand Theft Auto D.C.
11/98
$44.99
NCAA Game Breaker 99
10/98
$42.99
Tenchu
09/98
$42.99
Ciock Tower 2
11/98
$42.99
Granstream Saga
07/98
$44.99
NFL Blitz
09/98
$44.99
Test Drive 5
10/98
$43.99
Colony Wars 2 Vengeance 11/98
$41.99
Guilty Gear
11/98
$44.99
NFL Game Day 99
08/98
$42.99
Thrill Kill
10/98
$46.99
Cool Boarders 3
10/98
$42.99
Hardball 99
11/98
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NHL Face Dff 99
10/98
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Thunder Force 5
10/98
$36.99
Crash Bandicoot Warped
11/98
$42.99
Heart of Darkness
09/98
$42.99
NHL Hockey 99
09/98
$42.99
Tiger Woods/PGA Tour
11/98
$42.99
Croc 2
12/98
$44.99
Inti Rally Champion
12/98
$44.99
NinjaiShadow Darkness
10/98
$44.99
Tomb Raider 3
11/98
$49.99
Dead Bail Zone
09/98
$41.99
Inti Super Soccer 98
09/98
$44.99
O.D.T.
10/98
$42.99
Twisted Metal 3
11/98
$42.99
Dead Unity
11/98
$44.99
Jeff Gordon Racing
01/99
$46.99
OddWorld Abe's Exodus
10/98
$44.99
Uprising X
12/98
$42.99
Dead in the Water
10/98
$39.99
Jeopardy
10/98
$39.99
Other Life Azure Dreams
07/98
$46.99
WCW NWO Live
12/98
$45.99
Death Crusader
10/98
$44.99
Kagero: Deception 2
10/98
$43.99
PaRappa the Rapper 2
10/98
$44.99
Xenogears
10/98
$46.99
NINTENDO 64
SATURN
AirBoardin' USA
11/98
$54.99
Hype:Time Quest
01/99
$66.99
Albert Qdyssey
07/97
$36.99
Banjo-Kazooie
07/98
$52.99
Int'l Super Soccer 98
09/98
$56.99
Burning Rangers
06/98
$49.99
Blues Brothers 2000
12/98
$66.99
Jeff Gordon Racing
03/99
$66.99
Crypt Killer
04/97
$19.99
Body Harvest
10/98
$58.99
Jeopardy
03/98
$54.99
Dark Savior
12/96
$26.99
Bomberman Hero
09/98
$52.99
Knife Edge
09/98
$49.99
Darklight Conflict
08/97
$39.99
Buck Bumble
10/98
$62.99
Legend Mystical Ninja 64 06/98
$59.99
Enemy Zero
12/97
$31.99
Castlevania 64
02/99
$56.99
Legend River King
02/99
$54.99
FIFA Soccer 98
12/97
$44.99
Chopper Attack
07/98
$49.99
Legend of Zelda
11/98
$64.99
Hexen
04/97
$19.99
Conker's Quest
01/99
$53.99
Lost World
10/98
$66.99
House of the Dead
05/98
$44.99
Cruis'n the World
10/98
$52.99
Madden Football 99
09/98
$53.99
Legend of Oasis
08/96
$45.99
Deadly Arts
09/98
$56.99
Magical Tetris Mickey
12/98
$64.99
Madden FB 98
11/97
$43.99
Diddy Kong Racing
12/97
$42.99
Micro Machines
11/98
$52.99
Magic Knight Rayearth
10/98
$52.99
Dual Heroes
09/98
$69.99
Mission Impossible
08/98
$64.99
Mega Man X4
10/97
$37.99
Earthworm Jim
12/98
$58.99
Mortal Kombat 4
06/98
$52.99
NBA Live '98
12/97
$43.99
Extreme G 2
10/98
$64.99
NASCAR 99
09/98
$54.99
Nights W/3D Control Pad
08/96
$34.99
FI World Grand Prix
07/98
$62.99
NBA Live 99
11/98
$54.99
Panzer Dragoon Saga
05/98
$52.99
FIFA Soccer 99
12/98
$54.99
NFL QB Club 99
10/98
$64.99
Road Rash
06/96
$49.99
FOX Spit Coll. Hoops 99
11/98
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Perfect Dark
02/99
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Sega Ages
11/97
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Fighting Force 64
10/98
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Roadsters 98
11/98
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Shining Force 3
08/98
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Flying Dragon
10/98
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Snowboard Kids 2
02/99
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Shining Holy Ark
07/97
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GT Racing
09/98
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Top Gear Overdrive
11/98
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Sonic R
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Golden Eye 007
09/97
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Turok Dinosaur Hunter 2
10/98
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World Series BBall 98
07/97
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Hercules
01/99
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WCW/NWO Revenge
10/98
$64.99
Worldwide Soccer '98
11/97
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COMPUTER GAMES & HARDWARE
Software
Grim Fandango
10/98
$39.99
Starcraft Brood Wars
10/98
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1943 Euro Air War
09/98
$45.99
Half Life
10/98
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Starcraft BttI Chest
10/98
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Age of Empires
10/97
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Heavy Gear 2
11/98
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Starcraft Retribution
10/98
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Asteroids
11/98
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Heretic 2
11/98
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Starcraft Stilr Forces
10/98
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Baldur's Gate
11/98
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Heroes of M & M 3
11/98
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Starsiege
11/98
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Beavs & Btthd Bhie in 1
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Indy Jones InfrnI Mchne 02/99
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Tiger 99
08/98
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Big Air
12/98
$37.99
KQ8;Mask of Eternity
11/98
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Tomb Raider 3
11/98
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Blood 2
10/98
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LEGO MindStorms
11/98 $149.99
Ultima Online; 2nd Age
10/98
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C & C 2: Tiberian Sun
10/98
$48.99
Madden NFL 99
09/98
$42.99
Unreal
06/98
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Carmageddon 2
12/98
$44.99
Mega Man X 4
09/98
$39.99
Unreal Mega Pak
12/98
$47.99
Centipede
10/98
$37.99
Might & Magic 6
04/98
$37.99
Warcraft 2 Platinum
11/98
$39.99
Choplifter
12/98
$44.99
Monster Truck Madnss 2 07/98
$46.99
World Cup 98
05/98
$44.99
Commandos
09/98
$29.99
Motocross Madness
08/98
$44.99
WW II Fighters
10/98
$44.99
Curse of Monkey Isle
11/98
$19.99
Myth 2
11/98
$43.99
X-Wing Collector's Srs
06/98
$29.99
Descent 3
12/98
$48.99
NBA Live 99
10/98
$42.99
Hardware
Descent Freespace
06/98
$29.99
NCAA Football 99
09/98
$42.99
Canopus Pure 3D 2 12MB06/98 $299.00
Descent Freespc Exp Pk
09/98
$19.99
Need for Speed 3
09/98
$42.99
Canopus Spectra 2500
10/98 $189.99
DF Jedi Knight W/ Sith
09/98
$39.99
NHL Hockey 99
09/98
$42.99
CH Pro Throttle
03/96
$84.99
Diablo 2
03/99
$48.99
Quake 2
12/97
$39.99
Diamnd Viper V550 PCI
01/99 $189.99
Drakan
01/99
$39.99
Quake 2 Bundle Pack
01/99
$47.99
Logtch WingMan Force
10/98
$94.99
Duke Nukem Forever
12/98
$48.99
Quake 2 M Pk 1 or 2 ea
06/98
$24.99
Mad Catz Panther XL
01/98
$62.99
Dune 2000
09/98
$39.99
Quest for Glory 5
11/98
$48.99
MS Sidewinder FF WhI
09/98 $169.99
EverQuest
02/99
$44.99
Rainbow Six
08/98
$29.99
MS SideWndr Prc Pd USB09/98
$65.99
Fallout 2
10/98
$44.99
Return to Krondor
11/98
$45.99
PDPI L4 Dig Game Card
08/98
$79.99
FIFA Soccer 99
11/98
$42.99
Settlers 3
10/98
$35.99
Saitek R4 Frc Fdbk Wl
10/98 $169.99
Rnal Fantasy VII
06/98
$32.99
SimCity 3000
10/98
$44.99
Saitek X-36 Cont Sys
05/98 $107.99
Force Commander
02/99
$49.99
Sin
10/98
$45.99
TM Frag Master
10/98
$65.99
Grand Prix Legends
10/98
$44.99
South Park
04/99
$43.99
TM Nascar Racng WhI
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Grand Theft Auto
03/98
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Starcraft
04/98
$36.99
TM Nscr Frc GT Reg WhI 09/98 $149.99
BOARD GAMES
1830 RR & Rbbr Brons
Airlines
Awful Green Things
Axis & Allies
Battletech 4th Ed.
Cthulhu Cults Across Amer.09/98 $36.99
Deluxe Diplomacy 12/94 $41.99
Dinosaurs Lost World 01/95 $29.99
Hercules Legndry Journy 08/98 $24.99
Hobbit Adventure 06/95 $32.99
Lionheart 10/97 $35.99
Monopoly Deluxe 05/98 $29.99
Monsters Ravage America 08/98 $32.99
Necromunda 11/95 $59.99
Prncss Ryan Star Marines 07/97 $44.99
Risk
Robo Rally
Samurai Swords
Scrabble DIx
Starship Troopers
Stratego
Warhammer Fantasy
Wizards Quest
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Alien Resurrection 01/99 i
Armored Core Proj Phntsm09/98 3
Bomberman World 10/98 3
Breath of Fire 3 06/98 3
Brigandine 12/98 3
C & C Red AIrt Retitn 09/98 3
Castlevania 64 11/98 3
Conker's Quest 12 Tales 01/99 3
Final Fantasy 7 11/97 3
Fifth Element 10/98 3
Goldeneye 10/97 3
Granstream Saga 06/98 3
Kartia 09/98 3
Legacy Kain Soul Reaver 01/99 3
Legend of Zelda 64 11/98 3
Lunar; Silver Star Comp 09/98 3
Metal Gear Solid 11/98 3
Mission Impossible 07/98 3
Mortal Kombat 4 06/98 3
Ninja 09/98 3
Silent Hill 01/99 3
Spyro the Dragon 09/98 3
Suikoden2 11/98 3
Tomb Raider 3 11/98 3
Turok2 10/98
Unholy War 10/98 3
WCW/NWO Revenge 10/98 3
X-Men Vs. Street Fighter 07/98 3
Yoshi's Story 64 04/98
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‘LUNAR SILVER STAR'
Join Alex as he begins |
a quest to save the land
from the crushing
advance of the Magic
Emperor. Explore dun-
geons, fight monsters,
& gather information
as you advance toward
the explosive con-
frontation with the
Emperor himself!
Features menu-driven
combat & over 45 min-
utes of awesome ani-
mation sequences!
Working Designs
'STAR WARS: ROGUE SQUADRON' I
Defend the Rebel Alliance in X- 1
I Wings, Y-Wings, A-Wings, & V-
Wings against TIE Fighters, AT-ATs & I
AT-STs. Many missions ranging from I
' rescue to reconnaissance, dogfights I
I to search & destroy. Explore the plan- 1
ets Kessel, Tatooine & Mon-Calamari. [
Multi-objective missions & precise |
I control make this game stand out.
L uca s Arts (Simuiation) |
N64 12/98
PC CD 11/98
I Nintendo (Simuiation)
I Release: 11/98
N64
'F-ZERO X’ If you gotl
queasy from playing the!
original F-Zero, wait till
you play F-Zero X! Parti
of the reason F-Zero x|
screams so loud is the!
game's 60 frames perl
second frame rate. Even I
with 30 hover cars on I
the screen, there is no I
sign of a slow-down. I
Four player split screen I
is perhaps the most I
playable multi-player|
race ever.
‘KNOCKOUT’ features an impres- 1
sive array of 38 famous boxers, I
including Muhammad Ali, Evanderl
Holyfield, Sugar Ray Leonard,!
Larry Holmes, & more. See howl
today's boxers would fare against I
the greats from the past (Joel
Louis, Rocky Marciano, Jake|
LaMotta and Jack Dempsey).
EA Sports (Sports) |
PSX 11/98
<?a^PCCD 11/98
'BRIGANDINE' Featuring
fully polygonal 3-D battle
scenes, proportional sized
characters, over 30 hours of
gameplay for each of the five
characters, multiple class
changes even for monster
characters, participate in
side quests to enhance the
story & gain special items.
Become a Knight of the Rune
& participate in the war.
Atius (Roleplaying)
Release; 11/98
PSX
'BRAVE FENCER MUSASHI' is I
an action RPG with pure fun I
and excitement. The two-f
sworded, left-handed fencer!
named Musashi is a sum-[
moned hero who must go|
through various fields to solve I
puzzles. Acquiring his oppo-f
nents' fighting tactics through |
the 'Learning System," he I
struggles to return to his origi- "
nal world.
Electronic Arts (RPG)|
e;11/9M
Release;1
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34.95/16.00 CRASH BANDICOOT 3 34.95/20.00 GHOULS S GHOSTS 34.95/16.00 NCAA GAMEBRKR 99 34.95/14.00 SMYER
29.95/14.00 CRIME KILLER 34.95/16.00 GLOBAL DOMINATION 34.95/16.00 NECRODOME 29.95/14.00 SMALL SOLDIERS
29.95/14.00 CRITICALDEPTH 24.95/12.00 GOALSTORM'97 19.95/8.00 NEEDFORSPEED 19.95/8.00 SOULBUDE
29.95/14.00 CROC 24.95/12.00 GaDENGOALSOCCER34.9SI\tOO NEED FOR SPEED 2 24.95/12.00 SOVIETSTRIKE
19.95/8.00 CROWCITYOF ANGELS 24.95/12.00 GOLDEN NUGGET 34.95/15.00 NEED SPEED V-RALLY 24.95/12.00 SPACE JAM
34 95/16 00 CRUSADER NO REM. 19.95/8.00 GRAND THER AUTO 34.95/16.00 NEED FOR SPEED 3 34.95/16.00 SPAWN
29.95/14.00 TWISTED METAL2
9.95/2.00 TWISTED METAL 3
19.95/8.00 UNHOLY WAR
24.95/12.00 UPRISING X
34.95/16.00 VANDAL HEARTS
29.95/14.00 VIGILANTE 8
34.95/15.00 VIRTUAL POOL
19.95/8.00 V/V4 SOCCER
39.95/18.00 VIVIDRACING
14.95/6.00 VMX RACING
34.95/16.00 VR BASEBALL '99
29.95/15.00 VR FOOTBALL 99
39.95/18.00 VR GOLF 97
34.95/16.00 VS
34.95/16.00 WAR GODS
34.95/16.00 WARCRAFTII
34.95/16.00 WARGAMES
19.95/8.00 WARGODS
29.95/14.00 WARHAMMER
9.95/2.00 WARHAMMER
ALONE IN THE DARK
ALUNDRA
ANDRETTI RACING
APOCALYPSE
ARCADE'S GREAT #1
ARCADE'S GREAT #2 29.95/14.00 COOLBOARDERS 3
AREA 51 19.95/10.00 COURIER CRISIS
ARMORED CORE 24.95/12.00 COVERTWARS
PROJECT PHANTASM 34.95/16.00 CRASH BANDICOOT
ARMY MEN 3D .n.cu
ROLL AWAY
34.95/14.00 ROM. 3 KINGDOMS 4
34.95/14.00 ROSCOMCOUEEN
34.95/14.00 RUG RATS
29.95/12.00 RUNNING WILD
34.95/14.00 RUSH AMERICA
24.95/12.00 RUSH HOUR
19.95/8.00 SAGA FRONTIER
-. - -- 29.95/12.00 STRATEGYGUIDE
29.95/14.00 NASCAR RACING '99 39.95/20.00 SAMURAI SHODOWN 3 29.95^14.00 DARK OMEN
29.95/15.00 NATIONAL HOCKEY NT 34.95116.00 SAN FRANCISCO RUSH 29.95/14.00 W4RR4WK2
29.95/14.00 NBA FAST BREAK 99 34.95/16.00 SCARS 34.95/16.00 WARRIORS OF FATE 34:95/16!66 QUAKE
24.95/12.00 NBA HANGTIME 19.95/8.00 SENTIENT 24.95/12.00 WCWNITRO 24.95/1000 0UA/fE2
34.95/16.00 NBA IN THE ZONE '98 29.95/12.00 SENTINAL RETURNS 29.95/14.00 WCWVS.WORLD 24.95/10.00 OUEST64
— — . 19,95/8.00 SHADOWGUNNER 29.95114.00 WCW VS. VYORLDUVE 34.95120.00 RALLY RAONG
19.95/6.00 SHADOW MASTERS
34.95/18.00 SHAOLIN
19.95/6.00 SHIPWRECKERS
34.95/16.00 SILENT HILL
19.95/8.00 MK TRILOGY
34.95/20.00 MORTAL KOMBAT 4 44.95/24.00
29.95/14.00 MULTI RACING CHAMP 34.95/16.00
34.95/18 00 MYSTICAL NINJA 39.95/22.00
24.95/12.00 NAGANO WINTER OLY. 39.95/18.00
29.95/14.00 NASCAR '99 44.95/25.00
34.95/15.00 NBACOURTSIDE 34.95/16.00
29.95/14.00 NBA HANGTIME 29.95/12.00
34.95/16.00 NBA IN THE ZONE '98 29.95/14.00
24.95/12.00 NBA JAM '99 49.95/28.00
29.95/14.00 NBA LIVE '99 49.95/28.00
29.95/1 4.00 A/fl4 POWER PORW4RD49.95/24.00
19.95/8.00 NFL BLITZ 49.95/26.00
29.95/14.00 NFLQ-BACKCLUB'98 29.95/12.00
19.95/8.00 NFLQ-BACKCLUB99 49.95/28.00
29.95/14.00 NHL '99 49.95/26.00
34.95/16.00 NHL BREAKAWAY 99 39.95/20.00
19.95/8.00 NIGHTMARE CREAT. 44.95/24.00
29.95/1 4.00 OFF ROAD CHALLENGE 39.95/20.00
OLYMPIC HOCKEY '98 29.95/12.00
24.95/12.00 PENNY RACERS 44.95/26.00
34.95/16.00 PILOTWINGS64
39.95/20.00
39.95/20.00
44.95/26.00
44.95/22.00
_ 44.95/26.00
24.95/12.00 WHEEL OF FORTUNE 34.95/16.00 RAMPAGE WORLD TR 39.95/20.00
34.95/16.00 W/L09S 39.95/20.00 RAT ATTACK 44.95/24.00
24.95/12.00 WILD ARMS 24.95/12.00 ROADSTER 98 44.95/26.00
34.95/16.00 STRATEGYGUIDE 9.95/2.00 ROBOTRON64 29.95/12.00
34.95/16.00 SILHOUETTE MIRAGE 29.95/14.00 WING COMMANDER 3 24.95/12.00 RUSH 2 EXTREME RAC. 39.95/22.00
19.95/6.00 SIMCITY2000 34.95/14.00 WING COMMANDER 4 29 95/14 00 RUSH AMERICA 44 95/24 00
- 29.95/14.00 SAN FRANCISCO RUSH 39.95/20.00
19.95/8.00 GRAND TOUR RACING 24.95/1 ZOO NEWMANN HAAS RAC. 24.95/12.00 SPECIAL OPS
34.95/16.00 SPICEWORLD
9.95/2.00 SPIDER
14.95/4.00 SPIRITMASTER
ASSAULT
ASTEROIDS
ATARI COLLECT. #1
ATARI COLLECT. #2
AUTODESTRUCT
AZURE DREAM
BACKSTREET BILLARDS34.95I1B.OO CRYPT KILLER
BALLBLAZER CHAMP 17.95/6.00 0 29.95/12.00 GRANTURISMO
BASS LANDING 39.95/20.00 DAREDEVIL DERBY 3D 19.95/8.00 STRATEGYGUIDE
fl4SS MASTEflSCMSS. 39.95/18.00 DARK FORCES 29.95/14.00 GRANSTREAM SAGA
BATMANS ROBIN 29.95/14.00 DARK GUNS 34.95/16.00 STRATEGYGUIDE
BATMAN FOREVER 24.95/12.00 DARKUGHT CONFLICT 19.95/8.00 GUILYGEAR
BAHLE ARENA TOSH 2 19.95/8.00 DARKSTALKERS 19.95/8.00 6U/VDAW
BAHLE ARENA TOSH 3 29.95/14.00 DARKSTALKERS 3 34.95/16.00 HAR^LLB
BATTLE STATIONS 1 9.95/1 o.OO DEAD BALL ZONE T:
BATTLESHIP 34.95/18.00 DEAD IN THE WATER 34.95/16.00 HEAVYGEAR
BATTLESPORT 19.95/10.00 DEAD OR ALIVE 24.95/12.00 HERO'S ADVENTURE
BEASTWARS 19.95/10.00 DEADUNITY 34.95/15.00 HERCULES
BEAVISSBUTTHEAD 34.95/16.00 DEATHTRAP DUNGEON 24.95/12.00 HEXEN
BEYOND THE BEYOND 29.95/14.00 DECEPTIONII 39.95/20.00 HOTSHOTSGOLF o,L...unv
BIG AIR SNOWBOARD 34.95/16.00 DESCENT MAXIMUM 29.95/14.00 IGGYS RECKIN' BALLS 29.95/14.00 NORSE BY NORSEWST 29.95/12.00
34.95/16.00 NFL BLITZ
9.95/2.00 STRATEGYGUIDE
34.95/18.00 NFLGAMEDAY'OT
9.95/2.00 NFLOAMEDAY-OB
34.95/14.00 NELGAMEDAY-OO
34.95/16.00 NFLXTREME
29.95/14.00 NHL -OS
29.95/14.00 NHL FACE OFF '98
29.95/14.00 NHL FACE OFF 99
24.95/10.00 NHLPOWERPLAY'98
34.95/15.00 NIGHTMARE CREAT.
34.95/16.00 WORLD CUP GOLF
34.95/18.00 WORMS
24.95/12.00 WRECKING CREW
24.95/10.00 WWF ARCADE GAME
19.95/8.00 WWF IN YOUR HOUSE
24.95/12.00 WWFWARZONE
34.95/14.00 STRATEGYGUIDE
24.95/12.00 X GAMES PROBOARDER34.95I16.00 W/RUMBLEPAK
24.95/12.00 X MEN CHILDREN ATOM 29.95/14.00 S7/I//W4PS
34.95/16.00 X MEN VS ST FIGHTER 29.95/14.00 ROGUE SOUADRON 49.95/28.00
19.95/6.00 SPOT GOES TO HOLLY. 17.95/8.00 Xf /VO GE4PS 34.95/16.00 STAR WARS
34.95/18.00 SPYRO THE DRAGON 29.95/14.00 STRATEYGUIDE 9.95/2.00 SHADOWS OF EMPIRE 29.95/1 4.00
29.95/12.00 STARGUDIATOR 17.95/6.00 Call forTItleS Not Listed SUPERMARI064 34.95/16.00
o, 49.95/26.00
34.95/16.00 SCARS
29.95/14.00 SHADOVYGATE64
29.95/14.00 SILICON VALLEY
29.95/14.00 SNOWBOARD KIDS
17.95/8.00 SOUTH PARK
17.95/8.00 SPACE STATION
34.95/18.00 STAR FOX 64
9.95/2.00 NO RUMBLE PAK
44.95/24.00
44.95/26.00
44.95/26.00
29.95/12.00
44.95/24.00
44.95/25.00
19.95/7.00 STARCON
24.95/8.00 STARFIGHTER
34.95/15.00 STARWINDER
24.95/8.00 STEEL HARBINGER
24.95/10.00 STEEL REIGN
BIOFREAKS
BLACK BASS
BLACK DAWN
BLAST RADIUS
BUSTO
BLAZING DRAGONS
BLOODY ROAR
BOGEY DEAD 6
BOMBERMAN
FANTASY RACE
17.95/8.00 IMPACT RACING
34'95/16 00 DESTRUCT.DERBY2 19.95/8.00 INCREDIBLE HULK
24 95/1 2 00 devil DICE 29.95/15.00 INCREDIBLE IDIOTS
3495/1800 OIABLO 29.95/14.00 INDEPENDENCE DAY
17 95/600 diabolical ADVSTOBU34.95I10.00 INTELLIGENT QUBE
34 95/16 00 diehard TRILOGY 19.95/8.00 INTL RALLY CHAMP
29 95/14 00 DISCWORLD 29.95/14.00 INTL SUPERSTAR
19’95/10'00 DISCWORL02 34.95/16.00 SOCCER '98
2995/14 00 DISNErS MAGICAL INTL TRACK & FIELD
TCTOIC /'Uil I
19.95/8.00 NUCLEAR STRIKE
24.95/12.00 ODD WORLD
34.95/14.00 ABE'S OODYSEE
29.95/14.00 ODDWORLD
24.95/12.00 ABE'S EXODUS
34.95/16.00 ODT
OFF WORLD INTER.
29.95/14.00 OGRE BATTLE
29.95/14.00 STREET FIGHTER
ALPHA
19.95/8.00 ALPHA 2
COLLECTION
34.95/16.00 COUECTION2
34.95/1 6.00 STREET FIGHTER EX+
29.95/14.00
17.95/6.00
17.95/6.00
17.95/6.00
29.95/12.00
34.95/16.00
N64
SUPERMAN 64
SURVIVOR DAY ONE 39.95/22.00
TETRISPHERE 39.95/18.00
TONIC TROUBLE 44.95/24.00
TOP GEAR RALLY 34.95/16.00
TOP GEAR OVERDRIVE 44.9JV26.00
TUROKDINO HUNTER 34.95/16.00
TUROK 2 SEEDS EVIL 44.96/28.00
STRATEGYGUIDE
TWISTED EDGE
19.95/8.00 OLYMPIC SUM. GAMES 19.95/8.00 STRIKE POINT
We Sell Used /We Bui
19.95/8.00 IO8OSNOWBOARDING 39.95/20.0.
29.95/12.00 AEROGAUGE 39.95/20.00 VIRTUALCHESS
34.95/15.00 AEROFIGHT. ASSAULT 34.95/16.00 VR POOL 64
34.95/15.00 AIRBOARDIN'USA 44.95/26.00 WAIALAEGOLF
29.95/14.00 ALL STAR BASEBALL '99 39.95/20.00 WARGODS
19.95/7.00 STREETFIGHTERMOVIE 17.95/6.00 ALL S7AflTP/V/V/S 99 3995/2000 WAVE RACE 64
39.95/18.00 STREET RACER 19.95/8.00 BANJA KAZOOIE 3995/1800 WAYNE GRETZKY
29!95/14;00 T^R^CHALLENGE 29.95/15.00 iWASmFRMBEYONDdA^^ ONE iaOSaOC SUIKODEn""
?'§RyPTOR irons BLOOD OVERBLO 9P 24.95/12.00 SUPER PUZZLE FIGHT. 34.95/14.00 BLAST CORPS
34.95/16.00 DOLPHIN'S DREAM
BOMBERMAN WORLD 29.95/14.00 DOOM
BOnOM OF THE 9TH '97 19.95/8.00 DRAGON SEEDS
34.95/16.00 IRON MANX-0 MAN 19.95/10.00 PACMAN3D 34.95/16.00 SUPERMAN
24.95/12.00 JEFF GORDON RACING 39.95/20.00 PAC MAN GHOST ZONE 34.95/14.00 SWAGMAN
BRAHMA FORCE
BRAVE FENCER
BRAVO AIR RACE
BREATH OF FIRE 3
STRATEGYGUIDE
BRIGANDINE
BROKEN HELIX
BROKEN SWORD
29.95/14.00 JEOPARDY
39.95/16.00 JEREMY MCGRATH
29.95/12.00 SUPER CROSS '98
29.95/14.00 JERSEY DEVIL
39.95/20.00 JET MOTO
995/200 DUNGEON KEEPER II 34.95/16.00 JETMOT02
34.95/16.00 dynasty WARRIORS 29.95/14.00 JOHNNY BAZOOKATONE 19.95/7.00 PENNYRACERS
24.95/12.00 earthworm JIM 3D 39.95/20.00 JUDGE DREDD 19.95/8.00 PERFECT WEAPON
24.95/12.00 eggs OF STEEL 34.95/16.00 JUMPING FLASH 2 17.95/8.00 PERSONA
cikiuAMr\ro
19.95/8.00 dragonballgt
34.^16.00 DRAGONHEART
24.95/12.00 DUKENUKEM
34 95/1 6 00 DME TO KILL
34.95/16.00 PANDEMONIUM 19.95/8.00 SYNDICATE WARS
PANDEMONIUM 2 29.95/12.00 SYPHON FILTER
34.95/15.00 PANZER GENERAL 24.95/12.00 TACTICS OGRE
34.95/15.00 PARAPPATHERAPPA 29.95/14.00 TAIFU
17.95/8.00 PARASITE EVE 37.95/20.00 TAIL OF THE SUN
19.95/8.00 PEAK PERFORMANCE 19.95/8.00 TALES OF DESTINY
34.95/16.00 BODY HARVEST
24.95/12.00 BOMBERMAN 64
24.95/12.00 BOMBERMAN HERO
34.95/16.00 BUCKBUMBLE
34.95/16.00 BUST A MOVE II
34.95/16.00 BUST A MOVE III
29.95/14.00 CAESAR'S PALACE
34.95/18.00 CASTLEVANIA
34.95/16.00 TEAM LOSIRC RACING 34.95/16.00 CHAMELEON TWIST
19.95/8.00 TECMO STACKERS 29.95112.00 CHARLIE BLAST CHALt'^^mloQ ZELDA
29.95/14.00 TECMOSL/PERBOWiZ 34.96/15.00 CHOPPER ATTACK 3495/16 00 SURVIVAL GUIDE
39.95/20.00
44.95/26.00
44.95/25.00
29.95/12.00
34.95/16.00
29.95/12.00
44.95/26.00 WAYNE GRETZKY '98 34.95/14.00
39.95/20.00 WCWVSNWO 34.95/15.00
29.95/12.00 WCWVS/VWO
39.95/20.00 flEVE/VGf 49.95/28.00
39.95/18.00 WETRIX 39.95/20.00
39.95/20.00 WHEEL OF FORTUNE 39.95/20.00
44.95/26.00 WIPEOUT64 44.95/26.00
39.95/20.00 WORLD CUP '98 44.95/22.00
44.95/25.00 WWFWARZONE 44.95/26.00
49.95/28.00 STRATEGYGUIDE 9.95/2.00
49.95/28.00 YOSHI'S STORY 34.95/18.00
29.95/12.00 SURVIVAL GUIDE 9.95/2.00
9.95/2.00
BRUNSWICK BOWLING 39.95116.00 ^INHA^ER 29.9^12.00 JURASSIC PARK LW. 24.95/iO.OO PGA TOUR GOLF '96 19.95/8.00 TECMOWORLDGOLF 29.9^1400 CWYRGHT^ 34'95/i600 Call for Tdies Not Listed
29.9ai4.00 3495114.00 conker 64 S9^26.M
BUBSY3D
BUGRIDERS
BUGS LIFE
BUSHIDO BLADE
BUSHIDO BLADE 2
BUST A MOVE 2
BUSTER BROS COL.
24.95/1200 ELMO'S LETTER JOURN.29.95112.00 KAGEROCASTLE
2995/1400 ELMO'S NUMBER ADV. 29.95/12.00 OF DECEPTION
34 95/1600 epidemic 19.95/8.00 KARTIA
19.9S10.00 ESPN EXTREME GAMES 24.95/12.00 STRATEGYGUIDE
34.9^18.00 EXCALIBUR2555AD 29.95/14.00 KlUINGZONE
24^95/1 2^00 extreme PINBALL
29 9^1400 fantastic FOUR
C CONTRA ADVENTURE 24.95/10.00 FELONY11-79
CAESARS PALACE 34.95/14.00 FIFA SOCCER '97
No Boxes?
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No ProblemM!
We buy the following games without boxes or instructions.
The following are prices for cartridge or disc only.
24.95/8.00 KING OF FIGHTERS
19.95/8.00 KING'S FIELD
24.95/12.00 KING'S FIELD II
24.95/12.00 KLONOA
KNOCKOUTKINGS
KULA WORLD
LEAGUE OF PAIN
LEGACY OF KAIN
LEGION
LEMMINGS
LEMMINGS 3D
PGA TOUR GOLF '98 34.95/1 6.00 TEKKEN
34.95/16.00 PITFALL 3D 24.95/12.00 TEKKEN 2
39.95/18.00 POCKET FIGHTER 29.95/14.00 TEKKEN 3
9.95/2.00 POINT BUNK W/GUN 49.95/25.00 STRATEGYGUIDE
17.95/8.00 POOL HUSTLER 34.95/16.00 TEMPEST X
19.95/8.00 POPULOUS3 39.95/20.00 TENPINALLEY2
19.95/8.00 PORSCHE CHALLENGE 29.95/14.00 TENCHU
24.95/12.00 POWER MOVE WREST. 24.95/12.00 STRATEGYGUIDE
34.95/15.00 POWER RANGERS ZEO 24.95/12.00 TENNISARENA
34.95/16.00 POWER SUVE 19.95/8.00 TEST DRIVE 4
34.95/16.00 POWERSOCCER2 34.95/16.00 TESTDRIVES
CA$H for
systems
17.95/6.00 CRUISINUSA 34.95/16.00
19.95/8.00 CRUISIN WORLD 39.95/24.00
34.95/15.00 DARK RIFT 29.95/12.00
9.95/2.00 DEADLY ARTS 34.95/14.00
19.95/8.00 DIDDY KONG RACING 39.95/20.00
34.95/16.00 DOOM 64 29.95/14.00
34.95/16.00 DOOM64ABSaUTION 39.95/20.00
9.95/2.00 EARTHVYORMJIM3D 44.95/24.00 Genesis
24.95/12.00 EXTREME G 34.95/16.00 SulwLlendo
24.95/12.00 EXTREMEG2 44.95/25.00 ^
M.aa/ie.uo nJWtHSUUUtm 34.95/I6.00 test drive 5 34.95/16.00 FZE/?0 44 95/26 00
17.95ffl.OO POWERBOAT RACING 29.95/14.00 TEST DRIVE OFF ROAD 2495/12.00 FI WORLD GRAND PRIX 44^24 W
24.95/12.00 flOYPOYZ 29.95/14.00 7ESrO«/V£OFFflD2 34.95/18.00 FIFA INTL^ER64 ffi2^^ ’
34.95116.00 PREDATOR RACING 34.95/16.00 TETRIS CHALLENGE 34.95/16.00 FIFA ROAD TO THE fn,
34.95/16.00 TETRIS PLUS 24.95/12.00 WORLDCUP'98 44.95/22.00 J^I^otSSpI^S^o
24.95/10.00 PRO PINBALL
Nintendo 8 bit (cartridge only)*
Game Boy (cartridge only)
Game Gear (cartridge only)
Genesis (cartridge only)
Super Nintendo (cartridge only)
Saturn (disc only)
PlayStation (disc only)
Nintendo 64 (cartridge only)
$0.50
$ 2.00
$ 1.00
$ 1.00
$3.00
$ 2.00
$ 6.00
$ 10.00
I LETHAL ENFORCER 1 &2 29.95/1 2.00 TIMESHOCK
■ LOADED
LODE RUNNER
LUNAR
MADDEN '97
MADDEN '98
MADDEN '99
MAGIC CARPET
MAGIC GATHERING
19.95/8.00 THE FINAL ROUND
34.95/16.00 THEME HOSPITAL
* All Nintendo 8 bit games except Super Mario. Duck Hunt,
Gyromite, Hogan's Alley and other zapper gun or power
The above prices do not apply to demo discs, special
offer/limited packaged games (Virtue Fighter Remix, etc.)
and games that were included with systems. Extra
Nintendo 64/PlayStation boxes and instructions will be
purchased for $.50 each. Send your Genesis, Super
Nintendo, Nintendo 64, Saturn and PlayStation games
without boxes or instructions to the address to the right.
Online Specials
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29.95112.00 FIFA 99 44,95/26.00
M9«12M ^ "umber or how much you wiHrecwe
?? 95/1400 ^C//VG 34.95/16.00 THUNDER TRCKRAaY 24'.^1Z00 bVoRE sS’S'r sS
39.95/22.00 Nintendo 64
19.95/8.00 PROFESSIONAL SPORTS CAR THEME PARK
29.95/14.00 RACING 34.95/16.00 THUNDER TRCK
39,95/20.00 PROJECT HORNED OWL 17.95/6.00 THUNDERFORCE V 34,95/16.00 FORSAKEN
19.95/6.00 PSYCHIC DETECTIVE 24.95/12.00 TIGERSHARK
34.95/18.00 PSYCHIC FORCE
29.95/14,00 PUNKY SKUNK
29.95/14.00 QUAKE 2
MAJOR LEAGUE SOC. 29.95/14.00 RAGE RACER
MARCH MADNESS 19.95/8.00 RALLY CROSS
MARVEL SUP. HEROES 29.95/14,00 RALLYCROSS2
24.95/12,00 TIME COMMANDO
24.95/12.00 TIME CRISIS W/GUN
34.95/16.00 TINY TANK 34.95/16.00 GLOVER
24.95/12.00 TNNHARDCORE4X4 24.95/12.00 GOLDEN EYE 007
24.95/12.00 TOBALNO, 1 24.95112.00 GOLDEN NUGGET
34.95/18.00 TOCA TOURING CAR 34.95/16.00 GT RACING
MASS DESTRUCTION 24.95/12.00 RAMPAGE WORLD TR 29.95/14.00 TOKYO HWY BAHLE
MASTERS MONSTERS 34.95/16,00 RASCAL
MASTERS TERASKASI 29.95/14.00 RAT ATTACK
MAXIMUM FORCE 24.95/12,00 RAY STORM
MDK 24.95/12.00 RAY TRACERS
MECHWARRIOR2 29.95/12.00 RAYMAN2
MEDIEVIL 34.95/16.00 RC STUNT COPTER
MEGAMAN 8 29.95/1 4.00 REBEL ASSAULT II
MEGAMAN LEGENDS 34,95/16.00 REBOOT
MEGAMAN X4
METAL GEAR SOUD
STRATEGYGUIDE
MICRO MACHINES
MK MYTHOLOGIES
MK TRILOGY
MLB '98
MLB '99
MONKEY HERO
24.95/12.00 TOMB RAIDER
34.95/1 6.00 STRATEGY GUIDE
24.96/12.00 TOMB RAIDER 2
24.95/1 2.00 STRATEGY GUIDE
34.95/16.00 TOMB RAIDER 3
34.95/16.00 STRATEGYGUIDE
29.95/14.00 TOMBA
24.95/12.00 TOP GUN
34,95/14.00 TRAP GUNNER
$70
19.95/8.00 GAME SHARK
M WITH INSTRUCTIONS 34.95/15.00 A^cX oJ^^fyZa
49.95/25.00 GEX ENTER THE GECKO 44.95/24.00 must include CD connector cover.
44.95/26.00 Defective systems will be relumed
39.95/20.00 at your expense (StO.OOminmimj.
49.95/28.00 S8.00 mil be deducted for each
44.95/25.00
29.95/12.00
24.95/12.00 HEXEN
17.95/8.00 IGGY'S RECKIN' BALLS 44.95/24.00
9.95/2.00 INTL SUPERSTR SOC '98 39.95/20.00
34.95/14.00 JEOPARDY 39.95/18.00
9.95/2.00 KEN GRIFFEY JR B'BAU 34,95/16.00
39.95/20.00 KILLER INSTINCT GOLD 34.95/16.00
9.95/2.00 UMBORGHINI64 34.95/16.00
29.95/14.00 MACE THE DARK AGE 29.95/14.00
29.95/14,00 REBUS
34.95/20.00 REDASPHAULT
9.95/2.00 REDLINE
29.95/14,00 REDNECK RAMPAGE 2 39.95/20.00 TRIPLE PUY '98
24.95/12,00 REEL FISHING
24.95/12,00 RELOADED
19.95/8.00 RESIDENT EVIL
29.95/1 6.00 STRATEGY GUIDE
34.95/16.00 DIRECTOR'S CUT
19.95/8.00 MADDEN 64
29.95/14.00 MADDEN '99
24,95/12.00 TREASURES OF DEEP 24.95/12.00 MARIOKART64
34,95/16.00 TRIPLE PUY 97 14.95/4.00 MICRO MACHINES
39.95/20.00 TRIPLE PUY 98 19.95/8.00 MIKE PIAZZA'S
39.95/16.00 TRIPLE PUY 99 29.95/12.00 STRIKE ZONE
24 95/12.00 TRUE PINBALL 24.95/12.00 MILO'S BOWL-O-RAMA 39.95/22.00
tunnel B1 19.95/8.00 MISCHIEF MAKERS 29.95/12.00
9^95/2.00 TURBO PROP RACING 29.95/12.00 MISSION IMPOSSIBLE 39.95/22.00
24.95/12.00 TWISTEDMETAL 17.95/8.00 MK MYTHOLOGIES 39,95/18.00
29.95/12.00
44.95/26.00
34.95/18.00
44.95/24.00
34,95/14,00
Can for
Super
Nintendo
Saturn
Genesis
Games
New PlayStation
Accessories
Game Shark 39.95
Game Shark Enhancement CD (req. Game Shark) 1 9.95
Sony Memory Card (1 Meg/1 5 Blocks) 1 5.95
Pelican 1 Meg Memory Card (1 5 Blocks) 9.95
Pelican 8 Meg Memory Card (1 20 Blocks) 1 7.95
Pelican 32 Meg Memory Card (480 Blocks) 24.95
Sony Control Pad 14.95
Sony Dual Shock Control Pad 24.95
Pelican Control Pad 9.95
Pelican Dual Jolt Analog Control Pad 1 9.95
Controller Extension Cable 7.95
Pelican Multi Player Adapter (Multitap) 26.95
Sony Multitap 34.95
Pelican Link Cable 14.95
S-Video/AV Cable 14.95
3rd Party RF Cable 12.95
Sony RF Cable 14.95
Pelican RF/AV 5 in 1 System Selector 1 9.95
Replacement AC Power Cord 7.95
Cooling Station (keeps PlayStation cool) 27.95
Game Booster (play Game Boy games on PlayStation) 39.95
WWF Champion (Cheat Card for WWF Warzone) 1 6.95
New Strategy Guides
Breath of Fire III Strategy Guide 1 4.95
Castlevania Survival Guide 1 2.95
Command & Conquer Retaliation Strategy Guide 1 2.95
Final Fantasy VII Survival Guide 1 2.95
Game Boy Survival Guide 9.95
Gran Turismo Strategy Guide 12.95
Metal Gear Solid Survival Guide 1 2.95
NFL Blitz Survival Guide 12.95
Ninja Strategy Guide 1 2.95
Nintendo 64 Survival Guide Vol 2 9.95
Parasite Eve Strategy Guide 1 2.95
PlayStation Survival Guide Volume 3 9.95
Pokemon Survival Guide 9.95
Super Mario 64 Survival Guide 1 2.95
Tekken 3 Strategy Guide 1 2.95
Tenchu Strategy Guide 1 2.95
Tomb Raider 3 Strategy Guide 12.95
Turok 2 Strategy Guide 1 2.95
Xeno Gears Strategy Guide 12.95
Warzone Official Strategy Guide 12.95
Zelda Ocarina of Time Survival Guide 12.95
Call for Used Strategy Guides
TO BUY
On a full sized piece of paper, write your name, complete address,
phone number and a list of all the items you would like to order. To speed
Alaska, Hawaii, PR, VI, Guam, APO, FPO, PO Boxes add $5). Calif
residents add 7.75% sales tax.
3. Allow an additional 21 days for personal checks to clear - send money
order for fastest processing. Allow 40 days to receive orders placed with
money orders and 60 days to receive orders placed with personal checks.
4. Send your order to the address below.
TO SELL
1 . On a full sized piece of paper, write your name, complete address,
phone number and a list of all the games/systems with the buy back prices
'/ou are selling.
I If you would like to purchase games with the money or credit received,
list the titles you would like to order on the same piece of paper.
3. Pack your games, all paperwork and any coupons in a box. Send the
box to the address below by UPS or registered mail. Be sure to include
the 'Dept #' on the outside of your package. Packages not addressed to
the Dept # below or received after the date listed below will be issued our
current catalog prices.
4. You will normally receive your check within 7-1 2 business days after we
receive your package.
Send your Games/Systems/Orders to.
BRE Software
Dept. GR12
352 W. Bedford Ave, Suite 1 04
Fresno, CA 93711
WWW. BRE Software, com Drawing Monthly
stickers will be return*
Titles in ITALICS ate newer and may or may not be available, please call for availability All PlayStation games must include box, jewel case, instructions, and any hint books/maps that were included with the game, we will deduct $1 .00 for broken CD jewel cases. For N64 games we
ing/damaged box, $3.00 for each missing/damaged instruction book and $2^ for each missim cardboard insert. PlayStation games without box or instructions will be purchased at the "No Box/No Instructions" price above. Games not in resellable condition or with eviden
3 returned at your expense ($6.00 'T'lnimurn). All games are us^, include a 90 DAY VI/ARRANTV and are subject to availability. We reserve the right to refuse any sale or purchase. Allow 40 days to receive orders placed with money orders and M days to receive orders olac
- - .'e will deduct $3.00
^ ^ — I , , -.3. Games not in resellable condition or with evidence of rental store
Y and are subject to availability. We reserve the right to refuse any sale or purchase. Allow 40 days to receive orders placed with money orders and 60 days to receive orders placed with personal
checks. No refund^exchanges on opened games. Add $8 00 S&Hfor thefirst 1 or^ 2 ^ Alaska/Hawaii/PR/Guam^^l/ApW Boxes add
buy or sell in quantity, our whole^le dept. Limit of 1 game ^r title accepted without proof of purchase. If we do not receive your package by 1 2/31/98 or your game titles are not listed in this ad, you will be paid from our current catalog. To receive prices in this ad you must include the 'Deot. #'
from this ad on the OUTSIDEofj/OUr^aWagaJfj/OU^are^unclear^abOUt^^ call, individual tines are trademarks ol Ihw respeatve compamgs. PlaySatwn and llw PlaySlalion logo are trademarks o( Som Comoular Entertammanl Inc Nniendn kiiMMvin sa and maa mn.«=rnd .oi i~.
trademarks d Sony Computer Enienainment. Inc Stjper Nntendo. Nimendo 64 and N64 are registered iradema.'k sd Niniendo of America Inc.
Uapcem ^.vol 1^
PiaCarc^ "
Classic
Ball Z legend $39 DBZ g/$ 39 (Import) DBZU.B. 22 $39
m Steam Heari^l
jakuitiW^2
jg^vangelion S.S.F.
[K Boomerang
^^angiissier S _
Thrill Kill #
WCW/ NWiUve
Rally Cross 2
Twisted Metal 3
Tomb Raider 3
Knockout Kings :
Dark Stalker 3 t
NBA Shootout W
Crash Bandic^S
Brave Fence^
Bushido Bl^ 2 :
NBA Live 99
igrave Fen(|r Musashiden
KIm of Fighter Kyo
ai^ie Bobble 4
tapcom Gen. vol 1-4
Beat Mania
Destrega
Advanced V. G. 2
Armed Fighter
R-Type A
Max 2
i^o Don Pachi
4 d Gundam G Generation
Star Ocean 2nd Story j?
(alpaziiia ■£
Final Fantasy 5 ||
f^al Fantasy 8 i
^4-Ridge Racer 4 r
Exodusguilty
Kitty the Kool
Vampire Savior Ex Ed.
4 IN 1 Acfin
Replay Plus^|29
New JPN Pro Wrestling 3|
Robot War F final
rlker1945 II
m Ages Galaxy Force 2
iper Advanture Rockmar
angelion 2nd Impre^
Capcom Gen. vol.2 $54
Capewn- $49
Macross $39
King Of Fighters 97|49
PSX VCD Adaptor $69
Saga Frontier $19(lmport)
PmWrrotttra $35 Radiant SttViFW^54 ReaTBout F.F.C6Tf49 DRZtBgend ¥31^
Star Soldier Earthworm Jim 3D
Pokemon Stadium South Park
Powerful Baseball 5 Rogue Squadron
Simcity2000
Augusta Golf 98
Tamagotchi World
Puyo Puyo Sun 64
Doraemon
Wonder Project J2
Famista 64
F-Zero X
Please call (or any titles not
listed above.
Sonic Adventure
Virtue Fighter 3
Sega Rally 2
Pen Pen Dry Ice Ron
Seventh Cross
D2
Godzilla Generation
July OM
Blue Stinger
Monster Breed
Elemental Gimmick Gear
War Turb
Dream Cast
Virtua Memory System
(P.D. A) Available Now
Now you can play import N64 games on U.S.
N64 system with N64 converter $15
Super BOaman $49
Sumo 64 $59
Super RotXJt Sprits $65
NEO GEO CART/CD
SFt/s'^£s
ROMANCING SAGA 3 $39 CONVERHR $1S
O uitsM $25
(Clooil,Tifa,A8rilMaffetlselol4|
FMRiylMBMlSpMWZ
Bliilii Star
Metal SlB| 2
Last llaBa
Klai Of Flibtsrs II
Sailor Moon
YuYuHakusho2
Bomberman 5
R(xi(man& Forte
NEQ GEO Pocket
8” Macross Action Figure (vol 1-12) $19/ Ea
8” Evangelion Action Figure $19/ Ea
3” Rockman Action Figure $15/ Ea
IMPORT
PlayStation
Sailor Moon I
Action Fig-
ines !
2'SaiofCillEa
rPiSolertll/Ea 1
' jrSainDolt22/Ea |
ryes8lt13/Sel |
rPadiiUtlEa |
DBZ Super Battle
Collection Action
Figures Volume,
1-38 Price From
$12 or up.
SUPER BAntE COlLECnON
Ml Ml Ml M.4 IWI M.I «L7 Ml Ml MB Ml MS
SUPER RAniE CRLLECTION
SUPER RARLE CHUECTIUN
ft
V0L.37
WE ALSO CARRY POSTERS, NOVELTIES, WAIL SCROLLS, ANB GAME MUSIC CDS
Dealer & Wholesalers Welcome
710-1 W. Las Tunas, San Gabriel, CA 91776 • Fax: 626 - 458-6845
The second stage of Thunderforce V
gets you out of the ocean and back onto
dry (and. Remember to configure your
controls to Direct mode. You don't have
the time to waste switching through
weapons.
Shoot the first Craw powerup and take out the first
three guys from top to bottom, grabbing the Craw
once near the bottom of the screen . Blast your
way through the mass of targets that presents itself.
Once you've done this, move towards the middle of
the screen and use your Back Shot to explode the
nasty rear enders who pop in at the left side of the
screen . Watch out for those bullets! Resume
position on the left and eliminate the small enemies
before diving down into the foliage. Keep your eyes
peeled here for a 1 -up hidden within the trees - just
keep shooting and look through the gaps in the
foliage. Once through, stay up and all the way left in
anticipation of the big runner who leaps onto scene.
It looks like he'll hit you, but just stay left, and as he's
doing the monkey-bar routine through the tree
tops, blast him with an over charged Twin Shot for
as long as you can . He'll drop down and a few
more standard shots should finish him off. Grab the
Wave weapon. Next, you'll encounter the first group
of hanging sacks. For the most part, avoid wasting
your time shooting these down. Zip through the
green-laser-dropping pods and grab your next Craw
. Head for the bottom of the screen and use an
over-charged blast to take out the gas jets before
quickly moving up to take out the next wave of ene-
mies. When you see the Danger warning from
behind, switch to Back Shot for the rear enders
Next, take out the small machines on the ground
before blasting the top laser droppers with a pow-
ered-up shot . Stay high and take out the snake
above the jets . Go low and take out the machine
before the next snake comes from the rear
Destroy it and zoom through the next two groups of
laser pods. After another snake, take out the big
group of laser pods. Stay back and use the Wave for
the green enemies who pop up . Then, stay low
and take out the worm with your Twin Shot . For
the boss, judicious use of over-charged weapons is
in order. When he charges, just rise and attack from
the other side . Don't miss the two Craws.
Grand Prize (1): $10,000
First Prizes (5): $500 Software, Etc./
Babbage's Gift Certificate
Runner up Prizes (25): One Year
Subscription to Gamers' Republic
The top six qualified finalists and a guest for each will be invited to Redding, CA all expense paid
from any point in the continental United States or Canada. Finalists will then compete in a playoff
competition for the Grand Prize. After the competition. Runner-ups will claim the five (5) First Prizes.
Send a legible photograph or a video tape showing the final status summary screen from the Single-Player Normal Mode of the PlayStation*^
game Thunderforce V, along with a 3x5 card or paper containing your name, address, age, and phone number to:
ThunderForce VTM Contest c/o SPAZ, 18135 Clear Creek Road, Redding, CA 96001 .
Hot New & Upcoming Titles
Import Saturn Titles
Capcom Generations 4
Marvel Superheroes
vs. St. Fighter
Falcom Classic 2
Rox
Densha de Go: EX
Strikers 1945 II
Sega Ages 2
Sakura Wars 3
US N64 Titles
Airboardin’ USA
Bust-a-move 3
Earthworm Jim 3
Fifa 99
Starshot
VR Pool 64
Golden Nugget
Magic Tetris Challenge
Micro Machines
Milo’s Astro Lanes
NBA Live 99
NBA Jam 99
Star Wars: Rogue Squardon
Superman 64
Top Gear Overdrive
Wipeout 64
Zelda 64
Rush 2
Tonic Trouble
Turok 2
INTENDO
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Also available:
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US PlayStation Titles
Akuji the Heartless
Army Men 3D
Clock Tower 2
Contract
Destraga (PSX-US)
Earthworm Jim 3
Fifa 99
Bushido Blade 2
Invasion from Beyond
Messiah
Quake 2
Silhouette Mirage
Tigerwoods 99
Uprising X
WCW/NWO Thunder
Xenogears
Colony Wars Vengeance
Crashed Bandicoot:Warped
Brave Fencer Masashi
Bust-a-grove
SF 2 Collection
Dark Stalkers 3
Guilty gear
Lunar: Silver Star Story
Monster Speed
Odd World 2
Psybadek
Tombraider 3
Apocalypse
' [ Tombraider \
• !
/•i\ ■
Destraga (PSX-US)
For Limited Time
parappa Fig. avail.
Import
PlayStation
Titles
Fighting Eyes
Chocobo 2
Soundarms
Monster Collection
Tales of Phantasia
Suikoden 2
Mitsumet Knight R
Slayers Wonder
R Type 4
Macross VF-x2
Exodus Guilty
Ridge Racer Type 4
OAME EXPRESS umc
Direct all Inquires & Payments to the GE Headquarters at: 126 W. 32nd St., New York, NY 10001
Tel. 212-290-0031 Fax. 212-290-0432 OVER 2500 TITLES IN STOCK, LOWEST PRICES
r
Blowout Games
PlayStation
Crash II $19.99
Tekken II $19.99
Castlevania $19.99
Contra $19.99
Re Evil Dir Cut (Dual shock) .... $19.99
One $19.99
Twist Metal II $19.99
Dynasty Warrior $19.99
Megaman 8 $19.99
Road Rash $19.99
Odd World $19.99
Wipe Out XL $19.99
Area 51 $19.99
V
Price shown does not include
shipping & handling charges
y
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Price and availability are subject to change without notice. We accept all major credit cards. Money Orders and C.O.D. Allow 14 business days for shipping when paying by personal check. All sales are final, we will only
replace defective items with the same title. Game Express Inc. is not responsible for misprint. NY residents add 8.25% sales tax to your order. All tradenames/trademarks are the properties of their respective owners.
^Action Figures v.1-7 as low as $9.99 + up. Bandai,s last limited run. This will
be absolute last time you can get your hands on this great collectable figures.
F.F.VII H.G. Keychains 14 Characters, 3” Tall; $9.99 each.
F.F. VII Wall Scrolls $19.99 ea.
F.F.VII Playing Card Deck $6.99 ea.
F.F.VII H.G. Playing Card Deck $9.99 ea.
Xenogear Memorial Album $39.99
Sailormoon ^
1 r Dolls #1-9 $29.99 & up.
Chibimoon Super 8” Doll
Sailormoon Super 11” Doll
Petite Figures v.1-10 $14.99 ea. & up.
Keychains Sailorstar6 pc.$19.99
Sailormoon Playing Card Deck $6.99 ea.
Music CDs $19.99 ea.
Sailormoon
Posters
1st $7.00; ea.
addti. $5.00 ea.
Rockman 12pc.
Key Chains $29.99
Mega(Rock)man Figifres
_ ^ ‘Assembly required .
Rx Armor , Ultiipate Armor Forte
m Buster
Repliroid Irregular
Vava MK-il Hunter Zero
SUPER tmi 60UECTI0M
JLMU — Ki - w j ea.igj5 j
■Itt mi HJI fiMMa mm m» mm
CURES
Collection v.1-27
JGT Super Battle Collection v.28-39
NE\W!^v^7,\:3^«rv^
1 Kiim^tidn tc|>e cohtalne a mi n of
1^^, 1^31 # ^.32-34‘
S.S.Vegeta
8 Cold Cast
Collector, s
Figure at $29.99
^ Resident Evil Pari 2 Action Figures^
Part 1 still available
As we put the finishing touches on
the December issue, it is already evi-
dent that the January Gamers’ Republic I
is going to be an event-filled issue as
well. While in japan at the Sega New
Challenge Conference 2 and Tokyo
Game Show Fall ’98, we gathered a
I wealth of exciting information on
Sega’s Dreamcast and NAOMI as well
as new PlayStation games like Saga \
Frontier 2, Sony’s new. Legaia
Densetsu, Namco’s R4, Wolfteam’s
Cybernetic Empire (yes, they’re back!).
Square’s Final Fantasy Vlll, and
Konami’s Suikoden 2. We’ll bring you
coverage of Winback, Hybrid Heaven 1
and Evangelion for the Nintendo 64 as
well.
Also, as we usher in a new Sega gen-
eration with the Dreamcast, so will we
say goodbye with our review of the final I
Saturn release in the U.S. - Working
Design’s beautiful Magic Knight
Rayearth, which came in just as we |
whisked this edition off to press.
We’ll also be bringing you an in-depth
report on Shiny’s PC game of infinite
possibility, Messiah, and a review of the
first full-blown accelerated platformer |
I for the PC, UbiSoft’s Tonic Trouble. We
look forward to seeing you back here
next month. Until then...
:R€PUBUCOUT
^TRANSMISSION
COMPLCTE
■.LOGOUT |f
•LIFE^
33/2lir,
fliiilliilillllfllllll^
RRTION
^ Presenting the Ultimate amt only Official Guide
. to the video gaming event of the year!
^ Beware of incomplete Imitations!
^Wrthe best strategy guide out there.”
■ metalgear.net ^
Sample our special Metal Gear Solid handbook
at www.gamersrepubHc.com/mgs
UffTfl BSSEnTOaL a
ON SALE NOm CALL 1-800-691-7886 TO ORDER!
.RRUEf.
THE anLir cu/de to EEHEUKE:
A PREFACE WRITTEN RY HIDED KDJIMA, CREATDR DF METAL GEAR SDLID!
EXTENSIVE BACKGRDUND NDTES! UNBEATABLE VR TRAINING TIMES! <
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FULLY COMPREHENSIVE LEVEL WALKTHROUGHS WITH OFFICIAL FULL COLOR MAPS,
ITEMS AND ENEMY TAKEDOWN TACTICS! ' ' '
A SPECIAL “SEALED" SECTION WITH FINAL BOSS STRATEGIES, ALL SECRETS, CODES
AND ENDINGS!
HIDDEN CAMERA PHOTOS! WE SHOW YOU HOW TO TAKE PICTURES... FARTHER!
TOO lAIOOT
• INTERVIEWS WITH SEVEN MEMBERS OF THE METAL GEAR SOLID DEVELOPMENT
TEAM, INCLUDING HIDED KOJIMA, CREATOR OF METAL GEAR SOLID!
MASSES OF OFFICIAL ARTWORK!
COMPARISONS BETWEEN THE JAPANESE AND AMERICAN GAMES!
• A COMPLETE HISTORY OF THE METAL GEAR GAMES!
EJCrrEH HDDED Bonut
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WARNING! SOME GUIDES MAY CLAIM TO BE “PERFECT, " BUT ONLY ONE FEATURES ALL
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MILLENNIUM BOOKS - CREATING
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WITH THE EMPHASIS FIRMLY ON
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SATISFACTION.
ON SALE NOW!
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m-' ■
EVERYONE